Are there any plans to re-look at these mechanics?
Methinks that aside from AoE cap this is the biggest problem with the imbalance towards zergs. A smaller more skilled group can often down players in a larger group, but the zerg can flash rez their downed before even the quickest stomp has any remote chance of finishing. Can we at least limit the # of resurrectors in-combat to 1 or 2, or maybe just while a stomp is being performed? If a player is skilled enough to get them down and fast enough to immediately begin finisher and smart enough to avoid cc during it, even with these changes the player could STILL escape due a rally or warbanner or ele/thf/mes downed skill, etc. But with the current setup adding the ability to multi-rez virtually instantaneously there is really nothing the small group can do without a sieged up choke point. Even then camps are open field so they’d just get starved while massive siege builds on nearby terrain. The end result is the same no matter how hard you fight – in undermanned teams the better of a player you are simply prolongs the agony of your eventual defeat.
Rallying is a whole other issue. The current mechanic so often leads to a player new to WvW joining, and getting yelled at and exiled by his own server because he dies, rallies 5 enemy players, and swings the battle in the other team’s favor. This player is not unlikely to repeat this behavior out of spite, retaliating against those who treated him so rudely… a troll has been born. While player behavior is a contributing factor, I think fixing this system is a much simpler approach than trying to fix the behavior of your player base
I know you didn’t ask me, but here’s how I’d fix it: You only rally when downed if an enemy dies AND the damage you did to them is = or > 20% (or some X%) of their max HP.
If it’s a zerg and each of them hits a player once, probably nobody would be able to rally on his death. Conversely, if that player kept getting healed before downed, it is possible that more than 5 players dealt enough damage to rally on his death (unlikely there would be that many downed at the time though). This also helps balance away from zerg-favor, because zergs have a ton of AoE healing so the bigger the group your enemy was in, the more of your players that will have a chance to rally on his death.
A fix like this could mean:
—the more you outnumber your opponents by, the less likely you can expect to rally on killing them
—the smaller your opponent’s group is, the more likely you can expect them to rally on killing you
—in a large group you will for once have to fear actually getting finished when you get downed
—in a smaller group vs zerg you actually have a chance (if you’re fast and skilled) to finish a downed enemy