How to Fix zerging in WvWvW

How to Fix zerging in WvWvW

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Posted by: Altie.4571

Altie.4571

Lets not get too carried away with strange and weird suggestions.

Step 1: Allow AoE to hit anyone within the aoe field. AKA, remove the targets cap except for skills with intended cap.

Then wait to see what happens.

When scientists discover the center of the universe,
a lot of people will be disappointed they are not it.

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Posted by: Elementalist Owner.7802

Elementalist Owner.7802

Hope I could throw in another idea.

Perhaps they could create more maps and thus lower the limit of players allowed in a single WvW map. Players would then spread out across the maps to avoid queue, and less people in the map = less zergy.

I do like your idea as well, but just wanted to put this one here as well.

The Art of Roaming [gank]

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Posted by: Asglarek.8976

Asglarek.8976

Easy way to fix zergs- remove the aoe limit. Then there will be a disadvantage to running in a mindless zerg (and advantages too for the more skilled) and some tactics might come back into wvw.

Making people move slower would just be a joke when you think of what it would do to class mechanics, etc

Yeah. I agree. Massed artillery really did in those giant formations armies used to make in the old days. Generals around the world saw what happened in Europe and, over-time, adjusted their tactics.

Seems like the zerg worked in Iraqx2 and to a lesser extent Saddams zerg on Kuwait.

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Posted by: Sunreva.8714

Sunreva.8714

You should do a percentage less damage based on the size of the zerg. 50 man zerg means that players within the zerg do 50% less damage (example using arbitrary numbers). Whereas a 25 man zerg does 25% less damage (again, arbitrary numbers). But the scaling damage would make it so that the 25 man zerg stands a better chance against the 50 man zerg, and thus, skill (instead of more players) would play a bigger role in determining which side will win.

Not sure how the mechanics of this could be implemented, or even if its possible.

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Posted by: Cactus.2710

Cactus.2710

You should do a percentage less damage based on the size of the zerg. 50 man zerg means that players within the zerg do 50% less damage (example using arbitrary numbers). Whereas a 25 man zerg does 25% less damage (again, arbitrary numbers). But the scaling damage would make it so that the 25 man zerg stands a better chance against the 50 man zerg, and thus, skill (instead of more players) would play a bigger role in determining which side will win.

Not sure how the mechanics of this could be implemented, or even if its possible.

It is neither possible nor desirable. Strategy and tactics in open field warfare should be more important than individual 1v1 skills, and that includes positioning your players for strength. If you want individual player skill to be the dominant factor, go play a different game because you came to the wrong place for it here.

D/D Thief who prefers mobility to stealth … so yeah, I die a lot
Stormbluff Isle [AoD]

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Posted by: Taek.4671

Taek.4671

I think a way to break up zergs is by giving bonus points for the number of camps, towers or keeps you own on any map, not a combination, but say if you have 2 camps you get a bonus or 2 keeps, or 2 towers and it goes up by number of type you hold.

Maybe the more camps you own the faster Dolyaks spawn or stuff like that. Make it worthwhile to spilt up through the points system.

I haven’t really thought through this in detail, but think that there needs to be an incentive to be in more than one place at once.

[TGA]The Gamers Asylum

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Posted by: Ahmrill.7512

Ahmrill.7512

It’s so simple! The only grouping tool in the game is for zerging only. If we had a grouping system for medium sized forces on the battlefield…. we’d get more medium sized forces running around.

It’s not rocket science. We have no private grouping systems in GW2, and no way to control the number of people to stay under the 25 person limit for orange swords. The commander and squad system needs to be modified to allow private squads and we’d end up having more players spread on the battlefield and we’d have much more dynamic WvW.

Ahmrill
Proud member of [NORD] Nordvegr Guild
Jade Quarry

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Posted by: RyuDragnier.9476

RyuDragnier.9476

IMO removing the ability to revive completely downed players and potentially slowing players the closer they are to other players are a couple decent ways to limit the zerg tactic.

I’d make it so that if they’re downed and somebody’s trying to heal them, you can hit the body to increase the amount people need to heal to rez them, like what happens if somebody tries to rez you while you’re in lava.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

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Posted by: Hickeroar.9734

Hickeroar.9734

I don’t know why you want to “fix” zerging.

I love being a part of a zerg or leading zergs. I also love playing in small groups of 5-10.

Zerging is just people naturally pulling together because there is strength in numbers.

It’s not a problem, and it shouldn’t be “solved.”