First, before I propose anything, I have to sat, I just don’t like stacking. I probably never will… Thematically, it makes no sense…. why do five warriors have an easier time fighting a centaur in a closet, than in an open field? Why should it be able to work as the obviously best tactic for dps? I feel like clustering up should be for positioning, like trying to get Mai Trin into the lightning fields… which isn’t “stacking” in the traditional sense, the group lightly clusters to force her where they want her to go. It isn’t clustering in a corner, where the effects of the fight become moot, and they can aoe cleanse each other, or stand where the boss can’t hit them.
I think that players should be punished, the longer, the tighter, and the more players in the cluster.
Let’s call this debuff, “cramped” or “claustrophobia” or perhaps “cluster-kittened” whatever name you like for the moment.
Imagine it’s an interaction between each set of players, (so only the two players stacking are peanalized. and the range should be short, so its easy to avoid being stacked, while still being close.) and every time one more player enters the stack the debuff gets worse. Something like this…. the two ranges (X———-X) are showing the relitave distance to each other from the center of the character model.
10———10: 60% stat reduction from gear and food after 8 seconds, cd never reduced. players knocked back 30, and are hit by friendly cleave and aoe condition applications at 10% effectiveness. Whenever a player hits a friendly with his moves, it plays some “ooh! sorry mate!” audio, and adds to the cd of that skill, 50% of chill’s cd increase. Degrades to the 30 range debuff immediately on moving away
30———30 40% deubff to gear stats and food after 10 seconds, cd reduced but two seconds per player in the stack. Each player gains 3/4 second of weakness, and 3/4 second of swiftness pulsing every second until the players break the stack. Auto degrade debuff on separation, allow count up on closing.
50———-50 20% debuff to player’s stats from gear and food after 5 seconds, cd reduced by one second per player in the stack. Auto remove debuff at 60, restart debuff application timer on player distance closure.
60———-60 No effect
this means that players have to pay attention to positing, while having ranges short enough to allow a group of 5 melee players, to, so long as they are moving, never get clustered, but also never to stack.
what I’m proposing here isn’t the end all be all, its just a half baked theory about how to eliminate stacking. If you think its an alright idea, how would you improve on it? If you think its rubbish…. why? If you think stacking is the most aewsomesauce thing sense sliced bread…. why do you think that?
I’m curious to see what people think….
I feel that stacking takes no skill…. (unless your a HUGE charr or norn, and then minimal amounts.)
what do you guys think?