Showing Posts For Andon Key.6749:

Finding a solution for the ZERG (Support)

in WvW

Posted by: Andon Key.6749

Andon Key.6749

Firstly, I would like to ask all of you to seriously consider and analyze the “ZERG” problem in order to have more constructive discussion.

As we know the so called “ZERG” is a frustrating, annoying and in many cases a game-breaking problem. I am not sure if many people are taking it seriously. I have observed that most of the people, players and devs, put up with this problem without trying to think of a solution and just pass it as something natural in any wvw based mmo. I dare to say that there are simple enough for implementation measures about the “zerg problem”, which leads to my suggestion about limiting or preventing of the “ZERG”:

Lowering the damage to a single target (player) by percents, based on the amount of players attacking the player, namely – the more players attacking an enemy player the less damage he would take from each next attack from his opponents. It goes like this: Every next player after the first does 10% less damage with his attacks to the targeted single player with a maximum stack of 90%. When a player switches his target the single targeted player would lose his buff and will respectively take +10% damage from all attacks (example: 90%-10%=80%, so he would take 20% damage from each of his enemies attacks). There should be a few seconds “cooldown”/period/ in order to pay attention to the buff and the other enemies around. AOE attacks are not included in this rule.
As you can see this way we would have more tactical approach from each group/raid (picking up targets carefully by the relevant number of players) and more thinking and flexibility involved. Each player would have a better chance for escaping the massacre and longer time to stay alive and act. This could prolong the fights a bit, but not by much and it would be a positive instead of negative.

Right now we have a chaotic “battles” and in most of the cases no one cares, is aware or know what the h… is happening on the battleground, before he is dead or someone else is dead.

I stand firmly behind my idea and I would ask you to consider it carefully and support it if you feel so. Feel free to disapprove of course and suggest another idea/solution or build up on mine.

I am waiting for your responses and meanwhile I will try to attract the devs attention on this issue.