An idea to stop the mass blobbing.

An idea to stop the mass blobbing.

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Posted by: Dal.5872

Dal.5872

Short and sweet, restrict the number of times a combo field can be blasted.

AoE is restricted to 5 players, but that same AoE field can be blasted by your whole team giving everyone the resulting combo field. Lower the number of times a field can be blasted to 5 and you will instantly cause a reason for the blob not to turtle and blast before every single fight. Therefore removing some lag and giving people a reason to run in tactical teams.

IGN: Dal Brinium

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Posted by: pejot.4806

pejot.4806

If you ask me, it would not stop blobbing, but make it harder for organised groups to take on bigger numbers, making it worse.

Anya of the Mists
[TaG] guild/raid leader
Gunnar’s Hold

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Posted by: Romek.4201

Romek.4201

my idea is better
- show on map all enemyzergs bigger than 25 with a comander symbol+Swords in enemy colour

would so fix all problems^^

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Posted by: Kira.2903

Kira.2903

Just remove the 5 man limit to aoe skills. If this is done all smaller guild teams will be able to use there coordination way better and take down enemy zergs.
If it dont work the lag of removing the 5 man limit will make the game unplayable and the zergers will get dc, reducing the zerg size

S P E L L B O U N D —~--Mesmer —~--Human lvl 80
S P E L L B O R N —~--Necro —~--Sylvari lvl 80
I Kira I —~--Ele —~--Sylvari lvl 80

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Posted by: Contiguous.1345

Contiguous.1345

my idea is better
- show on map all enemyzergs bigger than 25 with a comander symbol+Swords in enemy colour

would so fix all problems^^

^^this ^^

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Posted by: Seetoo.9316

Seetoo.9316

New siege: Nuke
Deal more damage the more targets hit.

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Posted by: Jamais vu.5284

Jamais vu.5284

According to ANet, measures against blobbing can’t be done because it hurts the feeling of casuals, who’d feel excluded from the group.

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Posted by: K U T M.4539

K U T M.4539

my idea is better
- show on map all enemyzergs bigger than 25 with a comander symbol+Swords in enemy colour

would so fix all problems^^

yes please

Basic [BS] NSP/Mag

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Posted by: selan.8354

selan.8354

my idea is better
- show on map all enemyzergs bigger than 25 with a comander symbol+Swords in enemy colour

would so fix all problems^^

actually no it wont at all. we have scouts all over the place and know where the zergs are… that wont stop the 60man storming every tower u have and getting all your keeps.

Lv 80 glamour Mesmer Triforce Mesmerpower PU mes,Lv 80 power necro
[AVTR]
Isle of Kickaspenwood

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Posted by: King Amadaeus.8619

King Amadaeus.8619

If 25+ remove downed state. :O

Mag Server Leader

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Posted by: Ricky.4706

Ricky.4706

here’s a simpler idea – just show the numbers you are up against – if it’s overwhelming odds ….the lower servers have the option to simply not play. – walk into game – 500 vs 10 ….ok…i’m out! /resign

IBM PC XT 4.77mhz w/turbo oc@ 8mhz 640kb windows 3.1 hayes 56k seagate 20 meg HD mda@720x350 pixels

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Posted by: Seed.5467

Seed.5467

I think a simple solution will be to just place a debuff of10% to all stats, on 25+ Groups. That way you will be forced not to zerk in massive numbers. If that is even possible do not know.

Regards

Seed

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Posted by: Achilles.2197

Achilles.2197

I think a simple solution will be to just place a debuff of10% to all stats, on 25+ Groups. That way you will be forced not to zerk in massive numbers. If that is even possible do not know.

Regards

Seed

Wrong solution. 25 sieging a keep with 50+ defenders won’t work. Sure, the defenders will have 10% debuff, but they will also have siege and walls/guards etc. So no. Just no.

Âchillæs – Jade Quarry – GvG’ing before you knew what it was

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Posted by: Wraistlin.6072

Wraistlin.6072

Cap all WvW maps to 100 (100 was just a random number plucked….whatever number is more realistic) players per server, per map.
Will force population to spread out, or players sit in a que.

Then armies on each map are even.

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Posted by: Jalad Lantana.3027

Jalad Lantana.3027

If you don’t like zergs, go play spvp.

HOD
Guardian / Ranger / Mesmer / Necro / Warrior
Played since 1st online ‘demo’ months before the BWEs.

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Posted by: nielscase.6258

nielscase.6258

If you don’t like zergs, go play spvp.

Yes please, then Anet, guilds that seriously WvW(being outnumbered 2:1 or more if your organized is nothing), and these casuals all win. DO IT!

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Posted by: aspirine.6852

aspirine.6852

my idea is better
- show on map all enemyzergs bigger than 25 with a comander symbol+Swords in enemy colour

would so fix all problems^^

It’s a start, but what would this solve? People will still do it because they outnumber the others servers.
Right now it makes more sense to leave any keep or tower when a large zerg comes along because what options to 10 people have against 30+.

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Posted by: Dee Jay.2460

Dee Jay.2460

If 25+ remove downed state. :O

I like this.

But honestly, I don’t think zerging is a huge issue in itself. I mean zerg clashes are my personal highlight of WvW.

The problem is that zergs don’t have a real counter, aka. there’s no way to stop a 40 man blob from kicking in your gate.

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Posted by: nielscase.6258

nielscase.6258

You can’t give a penalty based on a zerg cap, cause that isn’t good for casuals. They have said this about giving a stat buff to outnumbered. For example if you give a penalty to a group of 25+ then people will cap their group at 24. Also if another group tries to assist you in your fight and results in a debuff, then all those players will get harassed by the group of 24. See the problem?

I think the orange swords thing is fair. It eliminates the problem of the smaller teams getting split up more, because they have to scout out the zerg.

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Posted by: Samhayn.2385

Samhayn.2385

the easy way to do it would de diminshing returns on wxp. wont ever be done but it would work,

example, road guard is worth 100 wxp, you solo it, 100 wxp, 5 man 100 wxp for everyone, you use 10 people 85 wxp for everyone, you 60 man it 5 wxp for eveyone.

yes you would have the annoying times when a large group roll up on something you just took and diminsh your return but its the name of the game if you want things to spread the hell out.


It was 2 vs 20 but its ok we got’em both!

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Posted by: King Amadaeus.8619

King Amadaeus.8619

You won’t stop zerging because ANET in many ways promoted and continues to promote it. Even though the game can’t handle it, they refuse to make solid changes for the better of the game. Instead we get 50v50v50 all piled into the lords room in SM and we are all standing there waving at each other while we auto-attack because nothing else works.

Mag Server Leader

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Posted by: Deli.1302

Deli.1302

Cap all WvW maps to 100 (100 was just a random number plucked….whatever number is more realistic) players per server, per map.
Will force population to spread out, or players sit in a que.

Then armies on each map are even.

The map cap already is ~100 per server per map…

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Posted by: Nuzt.7894

Nuzt.7894

my idea is better
- show on map all enemyzergs bigger than 25 with a comander symbol+Swords in enemy colour

would so fix all problems^^

All this would do is make taking towers/keeps more of the musical chair effect, each blob would just avoid one another.

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Posted by: Victory.2879

Victory.2879

From a purely war-view, generally a large force’s location would be known, so having the map flag up groups of over 25 (it could put a marker up with an estimate of group size in 10’s- 25,35,45, etc) would be an improvement and would add some more tactical play- you could organise a pincer movement of two groups of 20 ish to intercept that 25 man zerg- you know where they are but they might not know where you are until it’s too late:-)

The way to stop mass blobbing is to make it possible to break up the melee train, but at the moment ANet seem intent on buffing it as they are buffing warriors and guardians soon, giving guardians more condition removals (aoe!), whilst not nerfing retal, which is a big problem for many squishy ranged users whose attacks hit many and often but not for big numbers. They don’t even notice this as it’s not really an issue in spvp hence below their radar.

Victory, Beings Lost On Borderlands (BLOB), SFR & Gandara (inactive)

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Posted by: bradderzh.2378

bradderzh.2378

Anet will never implement something that will deter players from grouping up.

If you have some anti Zerg debuff mechanic players will qq when a loan pug comes along and tips the number of players over the threshold making everyone angry at him/her.

In reference to ascended items:
Nar: I love that it will take me time and money to
reach the same level I’m at right now… …said no one, ever.

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Posted by: Kimhyuna.1035

Kimhyuna.1035

my idea is better
- show on map all enemyzergs bigger than 25 with a comander symbol+Swords in enemy colour

would so fix all problems^^

That would be quite fun.

Minion

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Posted by: Sanduskel.1850

Sanduskel.1850

What’s wrong with blobbing?

OP’d thief, lol

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Posted by: Bear.4931

Bear.4931

Everything is wrong with blobbing…

The fact is, blobbers blob in their blobby ways, because they cap things quicker and easier. So the solution is simple, just like in PvE where a boss scales depending on the people there, Towers/Keeps/Camps should scale depending on the number attacking. Obviously this cant be based on the numbers on a borderland, so I suggest a radius around towers and keeps equal to the range of a trebs. This way small groups will be equally as effective as blobs, thus rendering them useless.

So if a group of 10 people had 2 alpha golems attacking a gate, the group of 80 would need 15-20 to achieve the same % of damage to the gate

Anet, get to work!

(edited by Bear.4931)

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Posted by: Le Rooster.8715

Le Rooster.8715

what is the problem about 25+ man groups, WvW is supposed to be about large scale battles aswell as smaller scale battles all working togethor, why is there so much hatred towards large groups. 25 isn’t a large group, 80 is that’s where the issues lie 25 is a rather good number for a group to have some truly epic battles.

Roosters Inc-Team Shatter [TS] Commander
Sea of Sorrows http://www.gw2sos.com/index.php

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Posted by: Bear.4931

Bear.4931

it’s not about the large groups as such, but the large groups of 80 on one server which is considered normal, steamrolling the server who can at best muster up 40 to fight said blob

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Posted by: Sanduskel.1850

Sanduskel.1850

Everything is wrong with blobbing…

The fact is, blobbers blob in their blobby ways, because they cap things quicker and easier. So the solution is simple, just like in PvE where a boss scales depending on the people there, Towers/Keeps/Camps should scale depending on the number attacking. Obviously this cant be based on the numbers on a borderland, so I suggest a radius around towers and keeps equal to the range of a trebs. This way small groups will be equally as effective as blobs, thus rendering them useless.

So if a group of 10 people had 2 alpha golems attacking a gate, the group of 80 would need 15-20 to achieve the same % of damage to the gate

Anet, get to work!

Just because you don’t like it, doesn’t mean that there’s anything wrong with it.

OP’d thief, lol

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Posted by: Bear.4931

Bear.4931

You seem to be missing the point, its about making things fair, giving everyone a level playing field. But fair doesn’t make sense to blobby blobbers I guess

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Posted by: derek.3289

derek.3289

because of performance issue, i think anet cannot remove aoe limit/debuff all stats.

may be fix on another ways, like
-x% movement speed
not allow rally/remove down state
healing to be x% less effective

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Posted by: nielscase.6258

nielscase.6258

You seem to be missing the point, its about making things fair, giving everyone a level playing field. But fair doesn’t make sense to blobby blobbers I guess

Look dude, you are missing the point. At what point is fair, actually fair. If you make changes like this then you dictate how people have to play, is that fair? The world populations need a way to become more balanced.

Beyond that you will still have blowouts because one server has a better strategy than another. Like my server would have 2 or 3 heavily organized zergs consisting of 20-30 people each. Your server would have lots of pug roaming groups that would get roflstomped cause you don’t want to zerg. To win you would need like a 60 man blob, otherwise you would still lose because you don’t want to zerg.

They gave a good reason they can not raise the aoe cap. So how is it not fair that everyone has the same limitations. Your argument is flawed. Join a better server like Anet wants you to, or lose.

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Posted by: Kasama.8941

Kasama.8941

This will make no difference. People blob up because it makes gameplay easier, and rewards higher, while giving more WXP. The only thing that could stop blobbing at this point, is some form of damage penalty debuff. But blobbing is not going to stop, simply because ArenaNet actually want blobbing in the game. They seem to be stuck in this fantasy of “large scale combat”. Regardless of the fact that it creates a ton of lag, or that the combat system isn’t build for it.

80 Ranger | 80 Mesmer | 80 Thief | 80 Guardian | 40 Engineer
“The learned is happy, nature to explore. The fool is happy, that he knows no more.”
-Alexander Pope

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Posted by: lupo.1620

lupo.1620

many things in the game mechs are zerg oriented.
example:

- u CANNOT hit more than 5 enemies
- u CAN be hit by more tha5 enemies

just revert this and zerg will suffer a serious blow.
The fact that basiclly everyone has same gears, u like it or not, promotes zerging.
but most important if u want to remove mass blobbing dont forget to remove 90% of wvw players that DO WANT zerg, and DO LIKE zerg.
Too bad for me i am in the 10 %
-_-

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Posted by: Sanduskel.1850

Sanduskel.1850

You seem to be missing the point, its about making things fair, giving everyone a level playing field. But fair doesn’t make sense to blobby blobbers I guess

Life isn’t fair. Get over it.

OP’d thief, lol

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Posted by: killimandros.5087

killimandros.5087

There is one solution, but Anet doesnt have the hardware to do it; Player collision. That would make it possible to funnel at entrances, quick direction change and more mobility is rewarded.

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Posted by: RiWiJo.7502

RiWiJo.7502

Most fields have short timers as is. It is usually a sign of group skill and practice to get a lot of blasts into a field—it is not as easy as you think, especially while moving on a WvW map. To just take away another guild ability or the necessity of learning to work together just makes the game more dull.

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Posted by: Caine.8204

Caine.8204

Honestly, just have the siege that we have now scale up damage based on how many targets are in the area of effect. Lower the base damage, but then have the damage scale up drastically for each enemy hit. So it deals an okay amount of damage from 5-8 players… but then when you jump to 16 players the damage is increased to like 300% of normal. Bye-bye zergs.

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Posted by: redslion.9675

redslion.9675

I remember in Dragon Age there was a skill called Virulent Walking Bomb.

It worked like this:

you place it on a target. It’s a debuff that deals damage over time. If the enemy dies while having that debuff, it explodes, dealing heavy damage to the enemies around it.

Each enemy hit has a chance of being infected and getting the same debuff.

What does that mean? The more enemies you face, the more this skill is deadly.

I don’t think we should apply this skill as it is, but it could be used as an idea. Maybe it might be on an item carried by one guy which punishes blobs: the more the people are gathered in an area, the more devastating the weapon is.

You will never be able to know what an engineer is going to do next…

because he doesn’t know it himself

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Posted by: Dradiin.8935

Dradiin.8935

The only true thing Anet could introduce to this game ( and any other RvR / WvW Type of MMO ) is to have Collision Detection. With the massive lag that already exists in WvW i doubt that it would be feasible.

Zergs work because of stacking and the ease of completely disorganized large groups.

If a developer really wants to limit the affects of zerg tactics Collision Detection really is the only way to do this.

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Posted by: Niim.9260

Niim.9260

Removing AoE cap just means we all die to retaliation. We do not need more targets, we just need them to stay down. No rally in WvW and the game will be forever changed.

~ AoN ~