I support the general idea of breaking up zergs, especially map blob size ones. But your proposed solutions are a mixed bag at best.
“1. Remove Downed mechanics and Ressurect without skill use from WvW.”
Makes the ability of a blob to kill people easier.
“2. Remove “Max targets” from all skills, and introduce a diminishing return effect to avoid 10 meteor 1hitting everything (diminish return might not be needed).”
Lag will go up due to more calculations, condis will be even worse. Zergs will be even stronger in that they can focus damage even more, no more 5-man cap protecting the smaller force, even if you get diminishing returns in.
“3. Lower the time which Slowdown last when no in/out dmg is done to 1sec before norm speed”
Again, making the zergs able to kill things quicker and more effectively.
“4. Remove out of combat healing from WvW.”
Promotes zerging since a zerg can heal quicker where as the out of combat people clouding around will need more time to heal.
“5. Lowering the effectiveness/powerspiking of combo fields.”
None of the better fighting guilds/groups rely too heavily on blasting fields terribly often any more, far more of their boons and what not come from composition and various traits, especially revs, guards, mesmers. Change to zergs would be minimal.
“6. Allowing everyone to Flag up as “raid parties”, just give them another colour icon. (also consider removing commander bonus or make them map wide=highest bonus apply)”
Can’t you just already tag up as a five man party and do that?
“7. Bruiser builds vs. everything else rebalancing according to TTK principle’s. (might want to read the TTK part of the p1, first post. I think every gamer should know TTK base concept/idea as it is good for our understanding of balance and design reasoning).”
Gear sets that allow you to be extremely tanky while still retaining high damage output need to go. Particularly trailblazers. I should not be able to dive into a zerg on my full trailblazers necro and have enemies explode around me.
1. Just no, zergs run with guards with mercy runes, no small organized group does, stomping/ressing is only based on how many people you are, not how good you are (clicking e once isn’t very demanding).
2.
Zerg fights would be over quicker=less lag
Calculating what 5 people gets hit is in itself a calculation that is often more demanding than calculating damage dealt
Zergs would have to split up to avoid being 1-shot, meaning AoE might get less effective, meaning less lag
A 5 man group would take about 0% more damage, while a 50 man stacked blob would take about 1000% more damage if there were no AoE-caps (assuming 5 target cap skills, different numbers for 3 or 10 target skills), fairly certain the 5 man group is getting the advantage from this change.
About condis, should a zerg actually die to condis I just can’t even beign to imagine how terrible they must be with how good resistance skills/condi clears exists for groups from the 2 most common zerging professions revs and guards.
Fairly certain noone is advocating no-target caps on healing/buffs, that would lead to some very crazy situations
3. Personally don’t really think this matters much, but would hardly benefit zergs really
4. One of the few points where you might be right actually.
5. Agreed that the changes to zergs and to non-zergs would be basically non-relevant, combo fields are overrated
6. Being able to have a personal tag for groups that didn’t show up on map would be great, OP’s suggestion I barely get what the difference would be so no comment
7. Gear sets are hardly a problem, builds are. Full zerker warrior is way tankier than any trailblazer necro. The main problem with tankiness in this game is how much of it is tied to evades/invulns and also how it is rarely actually damage that kills but a stunlock.
To add something of my own to the thread
1. Add diminishing returns on hard CC (immob and fear are both hard CC)
2. Remove all target caps on offensive skills (but not on defensive/supportive, also if this is implemented rework retaliation to not mean death for the audacity to AoE a 50 man blob)
3. Nerf ressing speed by 50+% and remove ressing traits/mercy runes (they’re never ever ever gonna remove downstate so this would be a fix for the problem without making it unrealistic)
4. Player collision would be the dream, but I doubt they would ever do this.
I fail to see the problem with zergs. Numbers win? Well surprise, surprise, they most often did in real life too! It is certainly possible to outsmart/outmaneuver a larger opposing force, but (again, just like in real life) it is hard to do so. Like it should be.
Do the bigger numbers in real life stack ontop of grenades to reduce the damage taken? Fairly certain that logic can’t be applied to a game, noone is saying bigger numbers shouldn’t have benefits, but an added benefit of being unkillable just by standing on each other is perhaps not the kind of advantage the bigger group should have, in addition to all their other benefits
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(edited by Cevni.2049)