Hello, long post time again.
Been trying to come up with ways to change the Outnumbered buff to help the outnumbered fight against the outnumbering, without messing up the actual combat (to much). The goal here is to come up with ideas that will help the outnumbered deal with larger groups, but not change how small group fights works, for this I’ve set it at 5vs5 and anything up to this and below should be unchanged. As always I also try to limit this to as easy or simple solutions as possible, so no complete redesigns of WvW etc. Changing the Outnumbered buff alone will not fix everything, and not even fix fighting against zerg/blob’s, but should be a goof first step in combination with a couple of other changes as well.
THE MOST IMPORTANT RULE: No stat boosts, no invulnerability, no perma stability, or any other knee-jerk solution. No matter what small groups must still be able to fight on even terms. If you got 5 man and run on enemy BL where they have a full 40 players, and you run into 5 of their players when taking a camp, that 5 vs 5 should be FAIR (as fair as WvW allows at least).
First off: I haven’t found any place that list if 2 servers can have the outnumbered buff at the same time or not, from what I’ve seen I’m going to assume that only a single server gets the Outnumbered buff, but if anyone can confirm either or it would be great. It can change how a few of the ideas work or not.
The actual changes:
Outnumbered (buff):
- Increase the number of targets on skills with +X (ex +2, perhaps as high as +5)
- Increase supply capacity with +5, and Supply usage speed by +33% (Build/Repair/Gather)
- When you die, you don’t trigger “Rally” on enemy players.
- White Swords on objects (remove them if not outnumbered).
Extra changes:
- Remove Player damage vs doors, Siege or nothing.
- NPC scaling to number of players. (speed ratio of 0.75 ratio per 1)
More details:
The increased number of targets is to be able to hit more enemies with attacks, and affect more allies with buffs. This should let a smaller group (say 10 vs 40 as an example) put some more pressure on the larger group and protecting itself better, without unbalancing things to much (hopefully, I’m sure some of you will prove me wrong). Just how much the +X should be is a matter of balance but I think 2-5 should be the extreme ranges. I was also thinking about adding the opposite, so the larger groups could target less enemies, but that would have to be tied up into an “Outnumbering de-buff” and ANet would never add that, because it would encourage people to tell others to go away so they didn’t get the de-buff.
More supplied for outnumbered should be pretty obvious, lets a defending team bring more supply and use it a bit faster to counter an outnumbering enemy. Same with the faster usage, lets them get a siege up faster or repair a door a bit faster, might help against a larger enemy. The other side of the coin, is that it gives Roamers and Havoc’s some more tools to play with when fighting behind enemy lines, I don’t think that is a bad thing but some may disagree. (Another option here would be to tie this bonus in with your home borderland, giving defenders a boost).
The whole Rally thing, this is to give an outnumbered enemy the opportunity to actually fight an attrition against the larger enemy. It is far from perfect, if the larger group wins they can still hard resurrect, and if they are many enough they can still combat heal them up fast enough anyway. Just removing the fight swinging mechanic from one side.
White swords is still a hot topic, and I’m probably going to get a lot of flak for this one. But changing how white swords work depending on Outnumbered could be really interesting. Give the Outnumbered server the advantage of surprise and thus encourage/force the larger server/map presence to use more people to scout. This again interacts a bit weird with Home BL, and a lot of BL defenders are probably inscribing my name on silver bullets right now. But if you lose white swords, it means you also have the numbers to scout and control things.
Now for the other changes; Removing PvD means you’re locked to using siege to open up towers/keeps, a huge group can’t just stand whacking at the door any-longer. This would make it much easier to defend structures with less numbers, a well placed siege disabler could cripple an offensive. Now this would obviously make Siege Disablers even stronger, but it would encourage the attackers to try out different siege placement than the usual 5 rams packed on door, 5 catas packed right next to wall, and perhaps use the actual range, and have people stand guard to defend the siege against incoming players with possible siege disablers. This again would help an outnumbered defender to force the outnumbering attacker to spread and spend the supply more around, and take a longer time to take the objective.
“Understanding is a three edged sword: your side, their side, and the truth.”
“The objective is to win. The goal is to have fun.”