Reasons not to zerg WvW

Reasons not to zerg WvW

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Posted by: The Outsider.8630

The Outsider.8630

Hey guys, I see a lot of people hating on the zerg in the forums. Personally I don’t mind it but I do feel like the game could be a lot more compelling (talking about WvW mostly) if there were reasons NOT to zerg. So there would be more incentive to have smaller groups running around in addition to a zerg. I repeat, I do not want to kill the zerg, just give added incentive to have a bunch of smaller groups running around.

There’s something I’ve been thinking about that I’m sure comes with a long list of issues that you all will immediately point out, but this is all conjecture, and I hope that with your added opinions and ideas maybe we can come up with a new gameplay mechanic the devs might like. Lets get creative!

My current idea:
What if, say you were in a group of X amount of allies, the numbers aren’t important here and I’m just using them to explain my idea, numbers would change for balance. For this example lets say 40 or more. Say the 40 of you were all within X range of each other, a big, big range, think like a regular ground targeted AoE skill circle but larger, like upgraded warbanner range. Pretend 40 or more players are together close enough that they would all be within that circle. They would all receive a debuff called “cramped” or something along those lines. this debuff could do something like drain your endurance, or something else that otherwise would weaken the zerg. maybe you take a lot more damage from siege weaponry while in a zerg. essentially making siege the anti zerg. Not sure what the best debuff would be but, it shouldn’t DESTROY zergs, but be enough to make players want to have a lot of smaller groups in addition to their main zerg.

Any thoughts on this? Perhaps a different debuff, or another approach all together?

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Posted by: Reverence.6915

Reverence.6915

What about when a server gets together to defend their Home BL Garrison keep or EBG keep? You’ll have around 80 people in a very small vicinity. Would they get the debuff too? effectively killing any chance of defending.

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Reasons not to zerg WvW

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Posted by: The Outsider.8630

The Outsider.8630

I think that if your defending a keep you wouldn’t be susceptible, but another great side effect if siege is made more powerful against zergs is this would cause parties to create multiple points of entry to an enemy outpost. You wouldn’t be able to send everyone to attack the front door because siege would kill you, instead you would need to use catapults for walls, while you ram the doors so they cant focus fire on one spot. Might even encourage defenders to build more than just arrow carts, like catapults to fight off other catas and ranged attacks, and no harm done when a smaller group attacks because they aren’t affected by the debuff. Feels like the battles would be more epic, and spread out

(edited by The Outsider.8630)

Reasons not to zerg WvW

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Posted by: Aeonblade.8709

Aeonblade.8709

Hey guys, I see a lot of people hating on the zerg in the forums. Personally I don’t mind it but I do feel like the game could be a lot more compelling (talking about WvW mostly) if there were reasons NOT to zerg. So there would be more incentive to have smaller groups running around in addition to a zerg. I repeat, I do not want to kill the zerg, just give added incentive to have a bunch of smaller groups running around.

There’s something I’ve been thinking about that I’m sure comes with a long list of issues that you all will immediately point out, but this is all conjecture, and I hope that with your added opinions and ideas maybe we can come up with a new gameplay mechanic the devs might like. Lets get creative!

My current idea:
What if, say you were in a group of X amount of allies, the numbers aren’t important here and I’m just using them to explain my idea, numbers would change for balance. For this example lets say 40 or more. Say the 40 of you were all within X range of each other, a big, big range, think like a regular ground targeted AoE skill circle but larger, like upgraded warbanner range. Pretend 40 or more players are together close enough that they would all be within that circle. They would all receive a debuff called “cramped” or something along those lines. this debuff could do something like drain your endurance, or something else that otherwise would weaken the zerg. maybe you take a lot more damage from siege weaponry while in a zerg. essentially making siege the anti zerg. Not sure what the best debuff would be but, it shouldn’t DESTROY zergs, but be enough to make players want to have a lot of smaller groups in addition to their main zerg.

Any thoughts on this? Perhaps a different debuff, or another approach all together?

My thoughts? Leave WvW alone for people who like that game mode and focus more on small scale fights in EotM. It’s the whole reason they are making EotM. No need to bork up WvW because people are impatient.

Anarai Aeonblade [GASM] – Guardian – DB
RIP my fair Engi and Ranger, you will be missed.

Reasons not to zerg WvW

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Posted by: The Outsider.8630

The Outsider.8630

Hey guys, I see a lot of people hating on the zerg in the forums. Personally I don’t mind it but I do feel like the game could be a lot more compelling (talking about WvW mostly) if there were reasons NOT to zerg. So there would be more incentive to have smaller groups running around in addition to a zerg. I repeat, I do not want to kill the zerg, just give added incentive to have a bunch of smaller groups running around.

There’s something I’ve been thinking about that I’m sure comes with a long list of issues that you all will immediately point out, but this is all conjecture, and I hope that with your added opinions and ideas maybe we can come up with a new gameplay mechanic the devs might like. Lets get creative!

My current idea:
What if, say you were in a group of X amount of allies, the numbers aren’t important here and I’m just using them to explain my idea, numbers would change for balance. For this example lets say 40 or more. Say the 40 of you were all within X range of each other, a big, big range, think like a regular ground targeted AoE skill circle but larger, like upgraded warbanner range. Pretend 40 or more players are together close enough that they would all be within that circle. They would all receive a debuff called “cramped” or something along those lines. this debuff could do something like drain your endurance, or something else that otherwise would weaken the zerg. maybe you take a lot more damage from siege weaponry while in a zerg. essentially making siege the anti zerg. Not sure what the best debuff would be but, it shouldn’t DESTROY zergs, but be enough to make players want to have a lot of smaller groups in addition to their main zerg.

Any thoughts on this? Perhaps a different debuff, or another approach all together?

My thoughts? Leave WvW alone for people who like that game mode and focus more on small scale fights in EotM. It’s the whole reason they are making EotM. No need to bork up WvW because people are impatient.

You make a good point! This is the type of thing that should definitely be first tested internally, then if it seems to be working try rolling out with EotM. See if it enhances the experience or if its a terrible idea (which it may very well be!) before even considering messing around with the existing maps