If you got no interest in a longer and more mechanical focused thread and discussion, then this is properly not the post for you ^^
limitation to characters this will be a 2-3parters:
p1.
WvW, anti-zerg and Downing mechanic etc.
So I want to note on some mechanics specificly talking about their effect in WvW. I am not sure if these effects was the intended once with the features introducing them but currently i will argue that a lot of mechanics are pushing specific Zerg gameplay over all others in WvW.
First the base concepts:
If you read the name and think “I know what it is, why it is and how it function just skip over the basic, it is for anyone who are in doubt of the meaning of the concepts”.
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TTK:
There is a simple balance formula which is known as TTK. It means time to kill, it is that the time it takes you to kill a person should equal the time it takes him to kill you given you both play optimally (In a balanced scenario TTK should be equal for all builds vs. all builds. If you do a Trinity scenario, the counter class will always have a high advantage and it goes cloth > heavy, heavy > medium, medium > Cloth, in which armour types beat which by default).
When you got a HUGE amount of skills it is generally done by giving different values of importance to each ability/skill that you give a class/character.
these abilities or attributes are normally set in 4 stages: movability (stealth, speed, soft CC), Dmg(DPS/BURST), Survivability (hard CC/Dmg mitigation). Which you set in each subject varies slightly (mostly on the CC part for where they should be depending on the use in the game).
with these you can insure on a per skill level how much power a single skill is allowed to add to the build (if 100dps is valued to the same as 15% speed increase/decrease, a skill would either do 100dps increase or 15% speed increase/decrease. These a random numbers, Just as an example of the usage, it is a spreadsheet balance setup which insures proper balance and easily auto balancing of Everything if one aspects turns out to have the wrong value for the power increase compared to the rest).
Anti-zerg mechanics:
is mechanics which punishes heavy zerging and forces groups to split up to survive easier. These are usually heavy AOE’s which means if you bunch up a lot everyone will die instead of a few, so you want to keep a reasonable amount of distance to each other to optimize survivability and keep numbers. It can also be heavy bonusses when outnumbered preventing you from wanting to engage much smaller groups (although this leads to a lot of other issues so it is a worse option and it never really prevent zerging due to lack of understanding or bonus amount).
Why is anti-zerg mechanic important? It lowers lag issues due to less people at the same spot. It rewards skillfull play on all area’s, strategic, tactical and personal skills, as it prevents numbers from being the main factor of a fight. It creates more clear overview of what is happening in a fight, by removing the heavy bloob clutter.
but most importantly it creates a Lot of good Comeback situations (so works as a comeback mechanic).
Comeback mechanics:
is a mechanic which allow a losing player to comeback into the game by outsmarting their opponent, not outplaying but outsmarting (using tactics and strategy to move the enemy into a position/situation where he can be heavily punished, which only happened because he didn’t/couldn’t forsee your “trick”).
this can be situations like “mass stealth backstapping”, manouvering enemies into chokes for heavy aoe, baiting them to clump up on a Tank for heavy CC+Dmg, etc.
it is situations which allows for the possibility of turning the fight around when it otherwise would have been impossible to do so.
Why are comeback mechanics important? Because without them it is a numbers game, biggest number wins and a machine will Always be better at number crunching, as well as it removing any suspense from the fighting since you can know who wins by the math from the start.
Basics done:
So to do a quick scenario as example of the discussion:
20 vs. 40.
the outnumbered is forced to kited back as in a straight up fight the limit of “maximum targets” of the skills means that you cannot rely on simply outplaying in a single encounter (as you will not have enough effective burst AOE as the limitation of target hits prevents this.)
as the smaller party kites back and both kill/lose people the pushing part will constantly be able to both finish downed people, revive dead once and almost instantly get up downed allies. This means as both sides “should” lose people, only the side with the least people actually does so (as everyone on the pushing side will be revived, helped up from downed state as their zerg pushes over, and everyone downed/killed from the kiting side will be finished/dead and can’t get revived by their allies, as the enemy zerg is running over them; even revive skills become useless because of this, and getting up from downed state give you roughly the same HP back as majority of revive skills will).