Since Ranks doesn’t really affect anything I don’t care. I have 3 characters I play equally and each is on Rank 10ish.
Exactly, i think most WvW palyers dont care anymore and WvW is just a filler until TESO launches. Cyrodiil looks to be bringing everything we wanted from DAOC and all the stuff WvW missed
DAoC 2 AKA camelot unchained after 4 days at kickstarter over 800k funded almost halfway there.
http://www.kickstarter.com/projects/13861848/camelot-unchained?ref=live
Im all for Camelot Unchained but I really think TESO will bring the RVR that Everyone has been wanting since DAOC. It will have ES combat but if you look at stuff it uses teh same style as DAOC, no cool downs all abilities use endureance and power from you bar you need to manage. there is active blocking and power attacks so it could actually be better. On the other side it will still have a PVE game for people who like to do both
I think at this point a lot have just given up and are waiting for this.
Here this is what i’m talking about. This is how WvWvW should have been done
Something I haven’t seen mention was DAOC gave you a purpose, After you checked out RVR for the first time it gave the sense that you knew why you were leveling up a character, so you could go and fight for your realm. You weren’t building a character to go do PVE raids. Even when you were PVE questing, or crafting…. the moment someone in chat said “enemies are goin for our relic keep!” there was huge panic, everyone and their mother stopped what they were doin and head to the frontier to try to defend what was theirs. this was also due to the map design, each side had a homelands where the keeps were yours. In GW2 it may says 1 sides borderlands but really everything has the feel its up for grabs and really doesn’t belong to anyone. the fact that the maps are split into 4 make it feel like just 4 mini games that don’t matter. when you have 1 giant zone you go where your needed. but in 4 zones you rarely leave 1 if something is happening in another.
Don’t even get me started on the orbs…. Why no Orb keep? that should be the most fortified keep of all. lets just make it like taking a supply camp with harder guards….. I know why they took away the orbs but if they had been done correctly there wouldn’t have been a problem and there would be some actual goal in WvW.
There are so many aspects that made DAOC better. Is GW2 bad? no. this is why I have high hopes for ESO, because its actually using the DAOC design with 1 mega map and homelands for each side.
Id hate to say it but just wait for TESO’s AvA (WvW) they already said crafters can make / repair/ improve seige weapons, keeps, and towers. I even heard mention of crafters being able to improve guards gear. It is also launching with a DAOC style realm rank system that has 3 skill trees to keep making your character better threw RvR
Anet just doesn’t understand the game they poorly tried to copy (daoc) despite all their hype of “Oh we loved DAOC”
A lot of the DAOC Realm Abilities became some core concepts in GW2 character design.
http://www.darkageofcamelot.com/content/realm-abilities
I agree that they’re not nearly as impactful and defining as DAOC’s were, but long gone are the days when designers could get away with that level of affect in an earned system like WvW Abilities.
Rofl, you realize the amount of abilities DAOC has now without taking into account RA’s….
Vastly more then Guild Wars 2.
The new WvW abilities coming are being done kitten to try and stop the amount of players who are just quitting the game out right….They threw together the system in a very short time…
What does the “amount” of abilities have to do with anything, aside from cluttering your UI and making class balance even more of a nightmare?
The whole class balance thing is a cop out.
I’ve watched MMO developers continue to dumb down their game, and reduce the amount of options on class diversity…Remove the ability to distinguish your class from another, Remove the ability to have real options with your class only to have the same balance issues as games that didn’t have this option.
GW2 has had balance issues, just like DAOC, and comparable.. the difference is DAOC had 40+ classes, and a vastly more complex PVP and character system.. making it flat out the better game.
Hell at this point, GW2 can’t even compare to Warhammer Online, which is is like DAOCs kitten little brother..
The ability list is failing to give what alot of DAOC players wanted… the ability to be stronger vs actual enemy players. At this point i think most people are just waiting for TESO’s 3way realm vs realm system because it is already confirmed to have a DAOC style realm rank system in place and consists of 3 skill trees to keep building your character in AvA / WvW/ RvR
Yah i am very dispointed with what we know the skill choices to spend WvW points on, I wanted a DAOC style realm rank system.
On a sperate note if this does suck, its nice to know TESO’s realm vs realm progression system will be in effect at launch and will have 3 skill trees and actually be like DAOC where you keep making your character stronger
I think alot of you are also forgetting condition duration makes chill and criple last longer which helps alot to keep your target from being very mobile. Longer weakeness on the target = less damage on you and less endurance for them to dodge. For poison it not just about damage but making them much less efefctive at healing them selves.
food + spite is 70% all condition duration. 20% bleed traite 10% bleed sigil puts bleed at 100%. 33% master sceptor now puts bleed at 133% and poison around 93%.
since bleed is capped, and poison at 93% is usullally always applied (stack duration)
I would go with the undead rune set and rabid gear. your 6slot rune will gain a big cond damage bonus from the rabid gear toughness stat, the gears precision stat is better than power because it will make your bleed crit procs go off alot more
wanting your WvW rank to carry over to otehr characters would be like leveling a guardian to 20 and then expecting all your alts to be automatically level 20 as well.
the ranks are progression to building a character, the same way you level up each character
Still no Ascended gear from WvW, forcing WvW players to PvE?
Still no complete patch notes nor patch released.
Still no solution to the huge gold drain in WvW, forcing WvW players to PvE?
What do you mean ? I earn money in wvw
Still no additions to the content itself or even the re-addition of Orbs?
Orbs are wrong and hopefully won’t come back ever.
Oh, but we get a carrot on the stick leveling system for PvE players?
And this took them all this time, while hyping “the big WvW update”?
Deal breaker.
Why don’t you wait for the patch or at least patch notes before judge it ?
Orbs were not a bad idea or worng, they were just done horribly wrong in GW2. They are huge factor, goal and motivation in DAOC.
Was 3 things GW2 didnt do that they needed to.
(1) your orb should be in the hardest keep to take. instead they had in in the open with just gaurds protecting. having it behind walls would actually give defenders time to get there and …defend
(2) you NEED your orb to gain teh efefcts of controlling an enemy’s orb
(3) when you own an enemy orb, the keep it is in becomes less effective, own 2 enemy orbs those keeps are very vulnerable. guards, gate, walls all much less efefctive, making it very hard for your side to keep those orbs from the other 2 sides.
Yes we wanted a progression system but wanted a system that actually made us better against enemy “players”. Example, (5% reduced damage from ranged enemy player attacks ). Making us more effective against guards, is still PVE.
This is a make or break patch for alot of WvW players. I fear alot of people are going to stop playing and just wait for TESO’s 3way realm vs realm
(edited by Pirhana.8935)
I guess i Should change what i said
anyone who played DAOC will move to TESO PVP.No, they aren’t.
WvW the area feels like it doesnt really belong to anyone it just an opne area up for grabs. this cause people not to care of feel like they need to protect anything. DAOC areas belonged to your side, it was your lands you had this feeling like you needed to protect what was yours, when keep guards died or the alliance said a keep was under attack, people stopped what they were doing to go defend, they even stopped doing pve and crafting.
The first sentence is an issue of balance: static maps are fair because everyone has the same playing field (EBG has a slight imbalance against red & blue). The remainder is hardly always true and often times detrimental. We can rally the militia and in key times we do, but it hardly helps to rally complete randoms for an activity (that is WvW) that requires coordination for success.
WvW you exchange keeps and towers in minutes sometimes, they mean nothing to protect or even have and are flat out to easy to take. DAOC it ment something to own a keep, it was hard to take them and it couldnt be done in minutes. since they had to go into your territory and travel, the defending side had a “homefield” advantage.
The only keep you can take in minutes is an empty one.
The only tier in which a server will let you take a keep is none of them.
Do you know how hard it is to take and hold any of the northern borderland territories?
WvW has no reward system. DAOC you kep building a character in RVR after max level ..for years.
5 days?
I have played GW2 since launch i how stuff is working in WvW, it means very little to hold anything. Most people move on and never come back to defend it when its attacked. The orbs were done poorly and now that they are gone there really is no goal in the war beteen the 3 sides. it is very hard to defend in this game, unless you have 1200 range you cant hit attackers and even then the line of sight is horrible. the rank system they are adding will reward you the same way your rewarded now for exp and karma, Circle around with the zerg, no incentive to solo or run with a group.
I played DAOC, Warhammer, and AION, while GW2@ does do WvW style better than most it is still no where near what DAOC did
And then ESO isn’t new daoc and daoc whiners whine that it isn’t new daoc and say that hello kitty online 2 is new daoc.
I cant argue this, as it has been what has happened with alot of games. but when you compare what TESO said they are doing and how its is different than GW2.. apears to have much more of pvp formula and game play that people prefer and like more. But yes it could end up being very bad. but if i were to bet, id say TESO will win the PVP MMo crowd
I would have considered this a while back but i think pretty much everyone is planning on moving to TESO’s 3way realm vs realm once it launches. Too many aspects about WvW didnt follow what made DAOC’s RVR so good. TESO looks to be following it alot better + its combat will get away from cool down timer hotbars and will have active blocking so combat is mor engaging instead of how it is now with just attack recklessly fast with no pauses between attacks or any kind of defense use or countering
Maybe that is how you play in WvW but that doesn’t mean everyone does. Defense/dodge is vital.
Im not saying GW2 combat isnt good, but it takes away alot of engagement. dodge actually takes you out of teh fight, no counter attacking. few abilities that block, evade and such but cannot be used very much, most fights are ..run away because the other guy attacked first.
Why am i looking forward to TESO combat? more realistic there is time inbetween attacks, you actively block, counter attack, time power attacks.. no cooldown hot bar abilities, you use your abilities at the right times. You have an elite ability to use it you must build it up by landing attacks and blocking attacks, when you get hit you lose some. so by doing everything right in the fight you get to unleash it.
Skill lag is never going away. WoW has had skill lag since Day 1, and still has it. You’d think if the king hasn’t figured it out, GW2 probably won’t.
but i think pretty much everyone is planning on moving to TESO’s 3way realm vs realm once it launches
1. No they aren’t.
2. TESO will have the same lag at release. I bet $1,000 on it.
I guess i Should change what i said
anyone who played DAOC will move to TESO PVP.
(2) probably but thats all games.
Im not saying WvW isnt fun, i enjoy it, but there are alot aspects they changed or went in a different direction from DAOC RvR. here are a few key points.
WvW the area feels like it doesnt really belong to anyone it just an opne area up for grabs. this cause people not to care of feel like they need to protect anything. DAOC areas belonged to your side, it was your lands you had this feeling like you needed to protect what was yours, when keep guards died or the alliance said a keep was under attack, people stopped what they were doing to go defend, they even stopped doing pve and crafting.
WvW you exchange keeps and towers in minutes sometimes, they mean nothing to protect or even have and are flat out to easy to take. DAOC it ment something to own a keep, it was hard to take them and it couldnt be done in minutes. since they had to go into your territory and travel, the defending side had a “homefield” advantage.
WvW orbs were done all wrong. DAOC yoru relic actually had a keep and was the hardest thing in the game to breach, taking a relic was a very big accomplishment. but holding onto enemys relics was hard because your guards and keeps became less effective
WvW has no reward system. DAOC you kep building a character in RVR after max level ..for years.
TESO is using this formula, the guy creating the PVP world and system is the guy who made DAOC RVR.
(edited by Pirhana.8935)
I would have considered this a while back but i think pretty much everyone is planning on moving to TESO’s 3way realm vs realm once it launches. Too many aspects about WvW didnt follow what made DAOC’s RVR so good. TESO looks to be following it alot better + its combat will get away from cool down timer hotbars and will have active blocking so combat is mor engaging instead of how it is now with just attack recklessly fast with no pauses between attacks or any kind of defense use or countering
1. Everyone that helped with the kill will get full credit for the kill.
:(
Zerg > all
This was the last bit of hope for WvW, looks like everyone will move to TESO once it launches, they already stated there is a realm rank system like DAOC’s in place for there 3way realm vs realm.
the progression / rank system is a huge make or break for alot of WvW people. Especially since we now know that TESO’s 3way realm vs realm system will launch with a 23 realm rank system. (and the pvp systemwill be alot closer to DAOC than GW2 is)
Actually 6 months from now everyone will be playing that other game with 3way pvp. I just read the new info and its amazing. everything an ex daoc player could want
Confirmation that my next game will be teso.
So yah… i just read a huge update about that other game and the pvp system is pretty much Everything we have been wanting here in WVW. “realm rank” system is already in effect from launch. pretty much everything id want from DAOC
When you down a mesmer make sure the rogue clone isnt behind you when u try to finish him off….
The main problem i see with stealth is that it lets the player choose his fight AND have the ability to leave anytime they feel they arent going to win.
With most other games stealthers got to choose their fights but they also had to finish it. (In most cases you chose a target you thought you could beat easily)
Now if you could somehow apply that to this game that would fix alot of problems but i dont know how they would do it with this games mechanix.
I guess you could say 10sec cooldown on using stealth While in combat……….might work. that way you can use stealth as much u want out of combat and choose your fight and open with it for the stealth attack. And if you did happen to get attacked you could still use it once to try to get away
Just my idea. My 1st 80 was a thief and ill even tell you stealth is too strong just because of how often it can be used. I mainly stoppe dplaying him because i dont like the intitive mechanic tho
with 30 poinst traited conditon duration is 30%, with food it can add 40% so thats 70%
2 sec poison with +70% duration is now 3.4 sec poison. the master sceptor trait is 33% on top the end formula so 3.4 sec +33% equals = 4.53 seconds
Well alot of us have been asking for the progression system in WvW, hoping it to be like DAOC realm rank system, that kept you building and making your character better for years. But from what i hear and fear i dont think they will take the right aproach and it will be a reward system that wont really help to improve your character, just make them better at aspects like siege and supply. and the way you get the fastest reward will probably be the same as karma (zerg being best way). If the patch doesnt bring what alot of epople want i thing alot will quit and just wait for ESO’s 3way faction realm vs realm pvp
A better fix would have been making it so RTL requires a target. That way it could only be used as inetended as a gap closer. you dont put a damage attack on somthing that is used to travel…..
I play a D/D ele 50% the time but even i will tell you there is nothing more annoying than a ele attacking you then at the 1st sign of losing they RTL away to safety.
Devil’s advocate here: damage done instead of just getting a tag would totally discount the contributions of support players and encourage everyone to play glass cannons with AoE abilities since those will do the most damage. Guardians and other support classes already struggle enough to get tags and loot. Basing the World XP off of damage done with no benefits for support classes getting a tag would be even more negative as it would pigeonhole people into high dps builds.
A better option would be reduce the World XP on a kill dynamically based on how many players tagged that kill.
Well if they do it like DAOC did then support players would have no problem because the damage done per kill for its exp is still divided up amonst the GROUP… not the zerg. This is why you would see alot of groups roaming around. even being grouped in the zerg, support keeps the glass canaons alive so they can kill, and earn the group exp
ex.. solo kill 1000 exp, group 5 kills a solo they each get 200, group 5 kills a group of 5 they get 200 X 5 for 1000. your in a zerg and land 2 hits while the zerg kills them, you get like only 8 exp.
(edited by Pirhana.8935)
So as stated in the interview the new rank system / rewards will be earned threw gaining world experience. this experience can be earned by killing enemy players and WvW Events.
Here is the problem. IF events give a huge reward compared to enemy player kills this will cause a few things alot of us dont want to see. Mainly running as a giant zerg being the best way to obtain world exp. this could also cause the huge “circling” problem Warhammer Online had where you just completely try to avoid enemy players.
Now if they go the route DAOC did with the realm rank system, then enemy player kills would give most of the world experience with “events” just giving a fraction of the experience. Would be much better IMO
But the kicker would have to be enemy kills granted experience based on the damage done to them like DAOC. If soloing an enemy gives the same experience as hitting that enemy once while the zerg kills them…. Well nothing will change and zerg will be the best way to obtaine experience. ( which im afraid Arena Net will do)
If they do base experience off damage done, then you would likely see alot more groups roaming around, solo and duos and alot more people trying to defend towers
Here is another example of how DS is very powerful defensive wise.
What is the biggest complain about afighting a a thief? "he teleported to me stunned me, backstabbed me and hearseakered me to death in few seconds before i could even move.
Now lets say you see him coming… pop DS ….. teleport, mug, backstab, HS, HS, HS he just killed your DS. Now your at full life ready to fight. the thiefs steal is down and he probably has zero initive.
You can bascally do the same thing if you see a D/D elementalist coming in with ride the lightning, they will blow all their fire damage ability cool downs just to kill your DS
Well first let me say I like the DS mechanic as is, not to say it couldn’t use some fine tuning.
But LOL at this idea of yours.. I got to say this is the single most rediculously OP suggestion I’ve seen on these boards.. 30 seconds of spam-able immobile? Really? Endless knockdowns pulls and immobile.. Sounds fair..
No need to focus on the specific skills right now. Just discuss the general idea of removing DS and adding LF skills.
I personally really hate how the DS is setup. It took away all my skills. I can’t even heal.
First thing i Need to ask is why would you need to be able to use your heal while in DS? DS is a different life bar. its letting you live longer so your heal cooldown will be ready when you get to your “normal” life bar.
While i would like to see some changes to DS i am happy with its current system that lets me stay alive much much longer. I am a condition necro and yes the DS abilities dont help much in the way of offense but you shouldnt be looking at DS as an offense. Necro in general is more of a defensive class designed to outlive your enemy. As the fight goes and being able to go in and out of DS and get past your next heal cooldown is a very powerful tool if you use it that way. You can even throw the Plague elite ability in there and you can survive some crazy stuff that most otehr classes could not.
I personally would still be okay with DS even if it had no abilities while in the form, the fact that the (4) lets you stay in DS a little longer and do some aoe damage is a bonus. (2) teleport and chill is also a nice bonus to have when teh target runs
DS flat out lets you live longer. to me thats one of the best class mechanics
@Chips i think your problem with DS is that you just want it to be more of an offensive ability
(edited by Pirhana.8935)
looking at this right now
40% or 36% food (i am chef)
25% trait line
10% nightmare rune set = 75% or 71% condition
20% bleed trait
10% bleed sigil / and bleed proc sigil = 105% or 101% (100% cap) bleed
then sceptor trait on top that
(edited by Pirhana.8935)
thanks for the info
i have a feeling they wont nerf marks, i think there main aim is at stuff like meteor shower, longbow volley, and 2hand sword spinning. they said they want their to be a reason to use single target abilitys over aoe. which makes sense.
things like axe (3) and DS (4) might get caught in it tho
What rune set do you guys reccomend?
Sigils… 2 X bleed duration sigils work? build is low crit chance so thinking bleed proc sigil wouldnt be as good as duration as long as both sigils stack.
is there a cap on condition duration? is it 100% ? or can you just keep going past that. this would effect my trait line choice for power/ cond duration if the bleed duration is ALREADY capped out factoring in everything including food.
Thanks for the help
trying to decide between the 2 with a high crit build.
anyone tell me if the damage + lifesteal heal equals about the same as the flat out damage from the air proc? or is the air proc damage like 3 or 4 times the damage of the lifesteal and heal?
if the damage + heal is close to air proc ill take the lifesteal because its on a 2sec cool down aposed to 5 sec cool down + im in a toughness build necro
It shuts down your own damage too. Plague Form is a joke outside of Blindfreeze. Run away and spend those 20 seconds letting your CDs refresh.
———————————————————————————————————————————————-
blindfreeze, run away and survive , cd refresh and flat out be able to survive rediculous damage out loads……. exactly its very good at its purpuse. saying outside of that its a joke would be like saying outside of racing a race car is a joke
Using Dagger / Focus im traited for stealing life and would like to add the life steal sigil but i’m not sure how it would work in combination with sigil of air. Do they share the same cool down?
says sigil of air is 5sec CD, and lifesteal sigil is 2sec CD, but wiki says tests say its 5sec CD aswell. assuming i have high crit chance would they both go off or would the main hand sigil over ride the other most of the time?
would i be better off using the crit chance sigil on the focus?
comparing sigil of air and lifesteal…. which would you prefer? does the damage AND life steal equal about the same as just all damage the air sigil does?
any help or ideas would be appreciated, but id like to just keep at the choice of those 3 sigils for WvW
Plague is like the O kitten button, it can get you to safety. it can also be used as a support ability to shut all the enemies down while your friends kill them
I understand my main is a theif and being able to stealth / shadowstep away is a hard tool to beat.
2 skils tho im curious about..? well of darkness, it wouldnt get you out of there but wouldnt it basically stop the unload of damage for 5 seconds.. like let a thief blow all his initive?
What about spectral walk?….
yes i had some situation where there was no escape tool like you mentioned but overall i was happy with how i survived in the skirmish fights.
most of teh time i was running with the elite pet but i switched to Plague and liked it. and there were a few time it saved me, it was like the O kitten button.
was s big skirmish and i followed and finished off a ranger only to have 3 enemys jump on me, i put up Plague at half life and it got me back to my guys and i even lived. i noticed in the stats it doubled my toughness and gave me another 10k life.
I also used it twice to get into a tower that was under siege, i basically went threw the enemy zerg, had atleast 8 ppl on me, pulled me back once and i still got in with 40% life.
but from what i saw with plague it was a massive survivle ability and worked as an escape as long as there was safety to get to like my guys or a keep door. Also i was just tapping the aoe blind pulse so that probably really helped aswell.
i think once they add the wvw rank / ability system next month it will be alot more fun and you will feel like your always building / improving your character. Hopefully they do it similar to DAOC’s realm rank system, that kept people building their characters for years. it also promoted better rewards for NOT zerging
So my main is a thief, have a ranger and warrior aswell. I started leveling a necro and have been playing him in WvW the last 2 days, he is level 65 in knights gear and i actually think i like him the most. Even at level 65 i just didnt seem to ever die.
Ive won most my 1v1 fights and in zerg vs zerg battles im always left alive or the last person alive on my side.
Right now i’m D/D & staff while i dont do heavy damage i still do good damage for how hard i am to kill. Staff is okay for stand off and seige /defense but i really like pulling people to my daggers. (especially pulling them off walls)
I prefer offhand dagger mainly so my target is weakened. especially 1v1 going toe to toe.
1 trick i like to do is run away from someone chasing and lay down all staff marks in from of me, stop on them turn and spectral grasp target to me and pull out the daggers.
Im really looking forward to getting 80 and being in really good gear. but just how efefctive i am now i dont see why people always say their necro sucks………
Do sigils that proc off hitting the targets (like sigil of air) have a chance to go off if they are put in the weapon / shield / that is NOT being used for the attacks?
They said they moved it back to march because they had to test alot of stuff, im assuming they want to make sure all the new abilities and upgrades are balance for the new WvW rank system. Im fine with that since thats what alot of us have been asking for since launch. basically a personal goal in WvW and way to keep building your character after max level. much like DAOC’s realm ranks.
But like Cactus said, I think most WvW players are just hanging around until TESO comes out, unless something truely magical happens in WvW
For solo roaming id have to say go with theif just because you can choose your fights and very rarely will you ever get run over because of stealth
Like on some of the other threads….. if they make the new rank system’s reward points based off of player kills AND the damage done divided by the group it will be much more rewarding to run with a group. if you run with the zerg you will get a few cents off each kill, if you run with a group and kill people you make dollars off each kill
I understand cactus’s concern about the objectives.
Besides the karma, exp, and gold There would still be an incentive to take objectives because it would bring enemys there to fight. I know this is not DAOC but in that game you would go and take a keep because that let the enemy know you were there and they would come to you, now you could make lots of points fighting them and actually defending
Objective would still be hot spots where the fights would happen, especially for roaming groups.
there would still be the main force zerg taking keeps and towers, there would still be random people fighting on at the bottom of the map in the ruins tower, there would be a little of everything.
So first of all i have a ranger LB + SB (not 80) and i play him alot in WvW, like LB for standoffs and SB for open field. I never had any success when i tried any of the melee set ups.
Anyways lastnight i was on my Guardian and had a very nice 1v1 agaisnst a LW + S/D ranger. He hit me from a distance, caught me in some traps, knocked me back all the main tricks, after timers were down he pulled out melee and it suprised me. he was very effective, he didnt do alot of damage but i just couldnt land many hits, (2) and (3) had him flyin around everywhere. he even timed and evaded my hammer launch(4) with his (4) dagger style. then he did the combo that was really effective. (5) dagger cripple, dodge back, switch to LW and (4) knockback. I was taking long range max damage shots and it seemed like the cripple lasted forever. I finally got to him just to die to his rapid fire (2).
I was planning on leveling up my ranger but this made me really want to get back on him and try this weapon set up out. i have a feeling our single target damage will get some luv when they do the aoe rework
(edited by Pirhana.8935)
@Cactus Im also using history to back me up on a seperate game.
I understand the zerg will get you more kills and badges., exp and karma. but if the new system is rewards base off damage done and divided to the group like i said, then each of those lots of kills in the zerg would only get you pennys in reward points.
Apposed to running in a 5man group and only having the kill points divided by the 5 group memebers… well thats dollars for each kill.
Now zerg vs group, yah they will kill groups sometimes, but even today without the inncentives there are a few gank groups that run around and know how stay away from enemy zergs. there is this thing called Over Extending. part of the zerg chases a group, then most give up and turn around, then the group stops and kills the people who kept chasing , you can even watch groups of 3 do this.
