Ranger charr 80, Guardian asura 80
(edited by loseros.5912)
I think this has already been suggested, but since I don’t find the post i start a new one.
A good way to balance and/or disencourage zerging, could be a debuff that triggers when more than X ppl are close enough.
For example: when 40 ppl are in a radius of 1200 range reduce their attack 200 points. Or something like that, that scales depending on the number of allies around you.
I think this would make more fair for the outnumbered people to be able to fight a larger group, since AoE has a 5 ppl cap and Anet stated is due to technical issues that they can’t increase that AoE cap, that “zerg debuff” should balance the fight between smaller and bigger goups without affecting fun for the big group. (they’re still more and can use more skills at the same time)
What i want to say with this is that is not fair that bringing more people gives you more dps just for the fact that the AoE cap is limited to 5, while if you reduce the attack of the bigger group, their total dps, even if you keep the 5 limit AoE, it balances and gives a chance to the smaller group, although the smaller group has still to kill more people and make more damage, the dps would be the same more or less.
What do you think?
(edited by loseros.5912)
“WvW, a place for LARGE scale battle”
Small group shouldn’t be able to take down a bigger group unless they are more skilled. And this is already the case. So I don’t see the problem. If your server is greatly outnumbered than you don’t belong in that tier, it is as simple as that.
So, buff the ac, make trebuchet proyectiles unblockable and put traps so less ppl is able to defend, yes; but debuffing the zerg SO LARGE SCALE BATTLES are more balanced when the enemy has’t got so many numbers no?
And btw I like a lot running with high numbers (30-40) but i feel that sometimes is abusing for the 20 man group to fight us. It’s only fun when the enemy has the same numbers more or less. And viceversa.
“WvW, a place for LARGE scale battle”
Continue fighting the skill-laags should be sufficient!
The main problem of large scale battle is still that 100 times skill 1 is better than 70 times skill 1 and other skills rarely work.
“WvW, a place for LARGE scale battle”
Continue fighting the skill-laags should be sufficient!
The main problem of large scale battle is still that 100 times skill 1 is better than 70 times skill 1 and other skills rarely work.
Transfer to a lower tier like we did and you’ll discover what your utilities do.
“WvW, a place for LARGE scale battle”
Continue fighting the skill-laags should be sufficient!
The main problem of large scale battle is still that 100 times skill 1 is better than 70 times skill 1 and other skills rarely work.
Transfer to a lower tier like we did and you’ll discover what small scale battles are
Edited for you.
https://forum-en.gw2archive.eu/forum/game/suggestions/WvW-bust-the-blob-A-k-a-how-to-solve-zerging/
To OP: do not put WvW related threads on WvW forums. It is against the rules and will be moved to suggestions(do-not-read) section, as they did with mine. This section is about thieves, arrowcarts and l2p, as it should be…
“WvW, a place for LARGE scale battle”
Continue fighting the skill-laags should be sufficient!
The main problem of large scale battle is still that 100 times skill 1 is better than 70 times skill 1 and other skills rarely work.
Transfer to a lower tier like we did and you’ll discover what small scale battles are
Edited for you.
True, no 100 man blobs. But I have seen 70 man zergs, that is a good size.
But that doesn’t solve the strengh in numbers issue.
All that’s needed to nerf the zerg is remove the 5 target aoe limitation in WvW.
All that’s needed to nerf the zerg is remove the 5 target aoe limitation in WvW.
And you would be suiciding with retaliation. It’s good to remove the AoE limit, but retaliation would 1shot you.
Mewl mewl kittening gumin its called wvw for a reason meant to have large scale battles of 40+ per side that’s the point just because you don’t like that meta doesn’t mean others should suffer you don’t like the zerg avoid it and roam
I think a debuff is a good idea – the question is what is the limit? It still is necessary to allow player actually doing something together even with 100 ppl around.
What I do not like about big zergs is the fact that they can cross the whole map to defend a tower attacked by a small group. The bigger the zergs the slower they should move imho.
So let’s everybody make zergs to be stronger? The more ppl i bring to the battle the stronger i am. Sounds fair.
No it doesn’t. And roaming is not a solution. They buffed too much defenders agains those zergs, because the strenght is in the numbers i repeat. Less people less strenght, harder to fight.
All that’s needed to nerf the zerg is remove the 5 target aoe limitation in WvW.
It would not be a matter of removing AoE limit, AoE is already overpowered compared to single-target or 3-chain skills.
It would be a matter of completely rebalancing AoE, such that AoE works good vs many but is completely useless vs single targets. But I guess many AoE classes would cry loud, if this happens.
Anyhow, ANet already said that the server NEED the AoE-limit for performance reasons! I guess without AoE-limit a 20vs20 would produce more skill-laag than a 100vs100 now
At the moment Defense in WvW is lord and master. Its very difficult to break through even a smal group of entrenched and prepared defenders.
Right now you need a large zerg to take a defended keep or even a defended tower.
And yet here we see all these suggestions pop up everyday that just want to nerf or simply destroy zergs. Do any of you ever stop and think about the consequences of your outlandish suggestions?
If zerging is nerfed or impossible, who will be left to actually take a keep? A 50man zerg struggles against a dozen prepared defenders. What possible chance would a small group stand?
And thats only the direct effect. Indirectly if zerging is made pointless people will roam less, attack less and sit even more inside towers and keeps. For godsake people…
At the moment Defense in WvW is lord and master. Its very difficult to break through even a smal group of entrenched and prepared defenders.
Right now you need a large zerg to take a defended keep or even a defended tower.And yet here we see all these suggestions pop up everyday that just want to nerf or simply destroy zergs. Do any of you ever stop and think about the consequences of your outlandish suggestions?
If zerging is nerfed or impossible, who will be left to actually take a keep? A 50man zerg struggles against a dozen prepared defenders. What possible chance would a small group stand?And thats only the direct effect. Indirectly if zerging is made pointless people will roam less, attack less and sit even more inside towers and keeps. For godsake people…
Nerfed to fight, not to siege. If my attack damage was debuffed wouldn’t really affect a door or a ram or an arrow cart…
The other team is entrenched in a well defended keep. It should be hard to take no matter how many you guys are.
IMHO, what’s killing the fun and “epicness” of WvW keep flipping is how the concept of tactical gameplay is being set aside for zerging. When this gets discussed, I can think of that Helm’s Deep seige from LOTR: Two Towers. Very very big orc zerg knew that it will be hard to take even with a few defenders so they had to find a weakness in the wall.
Anyways, back to topic:
A scaling radius debuff around the commander based on how many people are around him sounds like a workable thing. Maybe something like:
“Hunger – You got a smaller food ration due to your army size. Damage done reduced by 10%, damage taken increased by 10%” (sounds funny, but just to get my point across)
This should (in a way) encourage smaller groups and more commanders in the field. I’ve always wanted to see one commander defending and another who is taking keeps.
Of course, there are a lot of balancing issues that should be considered: definitely pull back on the AC damage. They also need to find the right balance so that a 50-man team would still have the advantage over a 20-man team (There are 50 of them!) but the 20-man team is physically stronger so they won’t be steamrolled in 3 seconds. Whew, I’m confusing myself. Poor devs.
(edited by Boomslang.4352)
I don’t like this meta let’s say kitten you to the people who enjoy it and playing against it so keep kittening gumin
I think this has already been suggested, but since I don’t find the post i start a new one.
A good way to balance and/or disencourage zerging, could be a debuff that triggers when more than X ppl are close enough.
For example: when 40 ppl are in a radius of 1200 range reduce their attack 200 points. Or something like that, that scales depending on the number of allies around you.
I think this would make more fair for the outnumbered people to be able to fight a larger group, since AoE has a 5 ppl cap and Anet stated is due to technical issues that they can’t increase that AoE cap, that “zerg debuff” should balance the fight between smaller and bigger goups without affecting fun for the big group. (they’re still more and can use more skills at the same time)
What i want to say with this is that is not fair that bringing more people gives you more dps just for the fact that the AoE cap is limited to 5, while if you reduce the attack of the bigger group, their total dps, even if you keep the 5 limit AoE, it balances and gives a chance to the smaller group, although the smaller group has still to kill more people and make more damage, the dps would be the same more or less.
What do you think?
I don’t think you understand what game balance is.
I also don’t think your suggestion would help anything except to make WvW become small roaming parties because there would be no one left to play.
Think about it for a second. You are part of a community who has worked hard to build coverage on a server with a 24 hour war game and the developers decide to negate any number advantage because the literal minority of the wvw players are too lazy to go out and try to build up that coverage. So instead of working hard and building you WvW community on your server you come complain on the forums about being outnumbered and offer a suggestion to make the game more “balanced” when in fact you are unbalancing the game mechanics because of your lack of coverage.
Wvw is coverage wars. simple as that. Get the coverage and you win,but you can also wipe larger forces with proper siege placement, coordination and skill. But learning these things offers little reward, and takes a bunch of effort. It’s probably easier to just go to the forums and beg the developers to nerf my enemies in the form of a balancing suggestion.
Nerfed to fight, not to siege. If my attack damage was debuffed wouldn’t really affect a door or a ram or an arrow cart…
If you nerf them in the field, they will disperse. Less zergs, means less meaningful sieging.
And the people not on siege arent doing nothing. They are applying much needed wall supression, nerfing that means defenders have an easier time taking out things like Rams.
Aswell as a meaningful force to deter, or pushback, defenders that push out to try and take out siege.
Wtf people! WvW is about large scales battles with large zergs and about sieging!
If you just want a small scale fight without sieges then go Spvp…
Wonder if the people who suggest this crap even know wtf they saying…specially those talking about removing the AoE Cap…
All that’s needed to nerf the zerg is remove the 5 target aoe limitation in WvW.
And you would be suiciding with retaliation. It’s good to remove the AoE limit, but retaliation would 1shot you.
Is that a problem though? You do more damage, they do more damage.
I think this has already been suggested, but since I don’t find the post i start a new one.
A good way to balance and/or disencourage zerging, could be a debuff that triggers when more than X ppl are close enough.
For example: when 40 ppl are in a radius of 1200 range reduce their attack 200 points. Or something like that, that scales depending on the number of allies around you.
I think this would make more fair for the outnumbered people to be able to fight a larger group, since AoE has a 5 ppl cap and Anet stated is due to technical issues that they can’t increase that AoE cap, that “zerg debuff” should balance the fight between smaller and bigger goups without affecting fun for the big group. (they’re still more and can use more skills at the same time)
What i want to say with this is that is not fair that bringing more people gives you more dps just for the fact that the AoE cap is limited to 5, while if you reduce the attack of the bigger group, their total dps, even if you keep the 5 limit AoE, it balances and gives a chance to the smaller group, although the smaller group has still to kill more people and make more damage, the dps would be the same more or less.
What do you think?
I don’t think you understand what game balance is.
I also don’t think your suggestion would help anything except to make WvW become small roaming parties because there would be no one left to play.
Think about it for a second. You are part of a community who has worked hard to build coverage on a server with a 24 hour war game and the developers decide to negate any number advantage because the literal minority of the wvw players are too lazy to go out and try to build up that coverage. So instead of working hard and building you WvW community on your server you come complain on the forums about being outnumbered and offer a suggestion to make the game more “balanced” when in fact you are unbalancing the game mechanics because of your lack of coverage.
Wvw is coverage wars. simple as that. Get the coverage and you win,but you can also wipe larger forces with proper siege placement, coordination and skill. But learning these things offers little reward, and takes a bunch of effort. It’s probably easier to just go to the forums and beg the developers to nerf my enemies in the form of a balancing suggestion.
Emmm… i’m not complaining about outnumber buff, i’m complaining about the metagame BE A ZERG AND STEAMROLL EVERYTHING NOMATTERWHAT.
And i’m complaining both sides, beeing the zerg, and beeing the smaller group (which could be of 30 guys actually, to say small is relative to the other group, if they’re 80, then up to aprox 40-50 is a smaller group). And if this is not large scale (100-120 players in a fight and only 2 sides), i don’t want to know what are you talking about.
They’ve got the advantage because: they’re more. Simple as that.
More ppl = more dmg, more people to be ressing, more people to be healing, more ppl to do everything. SO is this guild wars, siege wars, number wars or what?
Life is number wars gumin only makes sense more numbers win when you aren’t organized my guilds wiped plenty of zergs with larger numbers then them soo kitten less so yea l2 counter the meta like a lot of people have and stop calling nerf because you can’t be omg faceroll win with less numbers then the enemy that only makes sense so gumin
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