Outmanned is a map wide buff that adds so little to the affected player it’s only real use nowadays is to warn you that a shed load of enemies (lots) have just arrived on map (or all your friends left…)
It’s next to useless to be honest.
So how about changing Outmanned, and in the process providing a system that would reduce the impact of population imbalance at any time of day or night.
Here’s what I would do:
1. Make “Outmanned” a local buff. Give it a range of say 2500 which is about the max range of player held weapons. So Outmanned would now apply according to the number of players who could actually do you harm. If you become “Outmanned” not only would you know there’s a lot of enemy on the map, you’d know they’re next to you…
2. Change what “Outmanned” does. Make it scale the player in a similar way to the Lords scale in a structure. Exactly what scales and how much needs deciding as I can’t find the details for Lords, but I’m using this as an example because I’ve only ever seen the Lords win against single or double characters, and at this level you wouldn’t be outmanned anyway.
Edit: over the course of this thread this idea has evolved to use stacks of might to boost the outmanned players damage (up to the usual 25 stack limit) and stacks of “new-resistance” (a 2% damage reduction boon effective against both condi and direct damage – and again up to a limit of 25 stacks). These buffs are already available in game and changing the number in the stack provides the scaling I hoped to achieve.
Why this is a good idea:
The new scoring system is going to favour big blobs (again) and the bigger the zerg is the less time defenders have to rally a defence. I’ve read countless posts claiming that the best fights are ones where both sides have some degree of parity. I have seen very few (serious) posts promoting steamrollering as the most satisfying combat mechanic we have. The idea behind changing Outmanned is about buying extra time rather than blocking progress.
The new Outmanned buff would provide a better balance to times of unequal population: not just for different times of day but in all encounters. Thus the only time a server should end up facing a seriously skewed score “overnight” would be if they had NO-ONE on at all (and I do not believe this happens under the current linking).
Details:
Outmanned needs to kick in at a suitable threshold. I don’t know what the current level is so I’ll suggest it kicks in when the player faces odds of over 2.0 to 1 (so 3 on 1 and 21 on 10 would both trigger outmanned but 4 on 2 won’t). I suggest 2:1 because I think a player has a chance to escape or win at these odds.
Scaling should be dynamic so that the Outmanned player receives a bit of boost at low levels and more when seriously outmanned. I’d expect to have an upper cap to prevent solo players being unkillable for a zerg.
I’m not exactly sure what scales on a Lord so for the sake of discussion I’ll suggest a 1% increase in damage by the player and 2% decrease in damage to the player (both direct and condi) for each step up to a 25% cap. Anet would need to look at what actually would scale and by how much, but you get the idea – the buffed player would do more damage and have more survivability without becoming invulnerable. I would expect to see a fine range of outmanned buffing – proper scaling is required not just Off or InstaGib mode.
Four attempts to game the idea and how to beat them:
1. You face a large incoming zerg so you decide to pull all but 2 defenders out to allow them to scale up fully. Either the attackers all pile in and defeat the defenders anyway or some of them stay outside combat range and reduce the scaling. If you’re stood just out of Outmanned range expect these players to come looking for you…
2. One player zerg busting. The zerg only needs to scatter to strip the Outmanned buff or reduce the scaling. Alternatively focus the player and it’s no worse than fighting a Keep Lord with that number of people.
3. Solo roamer/scout trolling a large group. Simply despatch a couple of players to deal with them, or treat as above example.
4. Single player defending on an arrow cart. OK so they scaled up a lot. Withdraw for a moment and either build a ballista or other longer ranged device to take them down from beyond the buff trigger range, or withdraw and send in a couple of players who can use AoE, or a siege disabler. If you need to, keep doing this until they are dead (or the defenders turn up and you get a decent fight).
The added bonus of this new Outmanned is that it would discourage large mindless blobs. Larger well-led groups will adapt their play (spread instead of stack) and smaller groups will be able to make a stand against a bigger force without melting immediately.
So what attributes should the buff scale up and by how much?
(edited by Yuffi.2430)