Adding some Zerg-busting or delaying abilities

Started 3 Mar 2019
by teiloh
in Suggestions
Right now SoS is the go to getaway/zerg mitigation ability. PBAE has also been nerfed (fixed?), so flying in with greater numbers is something that requires little afterthought compared to OG 1.65.

Perhaps we could take the cast timer off Volcanic Pillar, but give it an activation delay. So you fire it off insta, but everyone sees a big red glow under their feet for 1.5s before it blows. Will give a chance for aware groups to pause and heal up, but will slow down or deter large groups.

Maybe add in Corporeal Disintegration (old Sorc RA) but increase its damage and have it spread like one of the SI boss DoT plagues. Put it on Sorcs/Ments/Sham.

Not saying they should be guaranteed insta kills, but it would punish people for mindlessly speeding in to outnumber enemy targets.
Sun 3 Mar 2019 5:41 PM by jhaerik
Dude we get it.

You play Alb.

You like to 8man.

You hate zergs.

You don't have to point this out 7 times a day.
Sun 3 Mar 2019 6:33 PM by teiloh
Uhh, nope. I don't mind zergs, but I know they need to be managed/channeled for the good of the game even if I assjam them for rps.
Sun 3 Mar 2019 6:51 PM by defiasbandit
Bring back Old Volcanic Pillar.
Sun 3 Mar 2019 6:54 PM by teiloh
As I see it, hitting something with significantly larger numbers should wear down the rp farming party just a little more. It shouldn't be a guaranteed steamroll -> collect rps -> move on like nothing happened.

There should be a significant chance of say losing maybe 5-15% of your numbers even if you outnumber the enemy party 2-3 to 1, requiring at least a minor med/rebuff. It'd make it more of an equal exchange, make strategy and prep more important, and leave things so that having higher numbers isn't a guaranteed instant win (for the fight and for the entire nightly RvR campaign)
Sun 3 Mar 2019 7:21 PM by Quik
Remove mezz/stuns and you will have losses on both sides. I have played mezzing classes (mainly bard) for years and I still think mez/stun is not good for fights.
Sun 3 Mar 2019 7:24 PM by teiloh
Quik wrote:
Sun 3 Mar 2019 7:21 PM
Remove mezz/stuns and you will have losses on both sides. I have played mezzing classes (mainly bard) for years and I still think mez/stun is not good for fights.

If they were balanced across realms I think they'd be ok. As long as the player on the receiving end has some means of mitigating it (cures, purge, determination)
Mon 4 Mar 2019 7:30 AM by Sepplord
Quik wrote:
Sun 3 Mar 2019 7:21 PM
Remove mezz/stuns and you will have losses on both sides. I have played mezzing classes (mainly bard) for years and I still think mez/stun is not good for fights.

And then the higher numbers will win even more...CC is what lets smaller numbers keep the upper hand VS bigger numbers

it's already in the name CROWD CONTROL
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