Jump to content
  • Sign Up

What are your ideas to balance small scale vs zerg play?


Zexanima.7851

Recommended Posts

What is the op talking about tbh...smallscale groups never go for zergs , they camp ez kills on nc or any other camp.  They never even go for gvg or any other coordinated group vs group fights. If op talks about "cloud" some servers can cloud vs zerg and win but playing vs freecasters and every monkey on some servers clouding it gets boring. If the cloud thinks they did good job or defended good ok, on the other hand the zerg didnt get any chalenging fights from their side. So who wins here idk

 

 

Link to comment
Share on other sites

4 hours ago, MysteryDude.1572 said:

What is the op talking about tbh...smallscale groups never go for zergs , they camp ez kills on nc or any other camp.  They never even go for gvg or any other coordinated group vs group fights. If op talks about "cloud" some servers can cloud vs zerg and win but playing vs freecasters and every monkey on some servers clouding it gets boring. If the cloud thinks they did good job or defended good ok, on the other hand the zerg didnt get any chalenging fights from their side. So who wins here idk

 

 

So zerg dies and they say it wasn't challenging?  Maybe they need to work on their build if they're dying during non-challenging fights.  I bet they also /say "stay on tag" while their baddies tunnel vision off the other direction.  

Link to comment
Share on other sites

Not going to argue for or against, just saying that AoE caps (and probably also CC rework) is something this forum has never been able to agree on. As such, I feel it's a topic that's dead on arrival.

Regarding the topic, I'd say it depends on what is considered the goal with what a small scale should be able to do against a zerg.

If the goal is to have a small scale group be able to actually fight and win against a zerg:
* Reward player skill and organization over numbers (Drives away pugs/casuals)
* Create mechanics that works better in smaller numbers than big numbers, or works better against bigger numbers. (+X% damage per nearby enemy, etc) (Very hard to do right)

* Handicap systems, give outnumbered bonuses to be able to stand better chance against larger number (Making the combat system more unfair, lots of loop-sided situations, driving away the hardcore players, situations where a single skilled roamer can beat groups of 15-20 solo)

* ANet has to ditch the care-bear-rule, which is never going to happen.

 

If the goal is to have small scale be able to win PPT against a zerg, that's already possible. If you have at least 10 people on a map, and the zerg refuse to split, you should be able to take back all camps, and group up to take out towers pretty quickly. And perhaps leaving 1-2 to scout/trail/harass/lead the zerg around on a merry chase all night long.

I also really liked the suggestion that someone posted, to reduce the number of target hit on skills, less aoe, and more single/few target skills. While making the few AoE's left stronger. It would make it much harder for most zergs to focus down players than currently when they can just carpet aoe bomb everything. While small groups with some coordination would have an easier time to take down uncoordinated groups by dismantling them 1 player at a time.

  • Like 1
Link to comment
Share on other sites

On 7/16/2021 at 10:15 PM, lodjur.1284 said:

Removing AoE caps would help the smaller group

 

Reworking CC would also help the smaller group

as a scourge main by now, no AoE caps sounds like a wet dream.. but that'd cause a lot of crying. and these AoE caps been implemented afaik bc of performance reasons... kinda doubt heavily that anet will revert this therefore.

 

but yes, the old "real" dmg also helped the smaller group. u just needed to pull your bomb out faster.

 

also cc used to be worth less, since the classes had more stability on different skills and FB could provide more and longer stab with its skills, i think. before u could just bomb hard and battles done, now dmg is slower, smaller and cooldowns rose. means yeah, obviously numbers gained more "power" by this "balance"-patches.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...