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Changes that can affect blobbing/Zerg

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Acidic
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Changes that can affect blobbing/Zerg

Post#1 » Wed Oct 23, 2019 10:22 am

Hi
Following the various attempts to stop zerging , moral gain increase and hit cap test I thought its worth discussing what blobbing does and as such how mechanics can be adjusted to stop it
The one point to notice is blobbing of WB and blobbing into Zerg attempt to do the same thing, create a concentrated fire output with some damage mitigation. However the damage output is more significant than the mitigation aspect as if you kill anything close they stop damaging you.

First point why do zergs form:
Zergs typically in RoR form from one group being farmed by better or bigger group. I can’t beat that on my own , so I get more. This obviously just carries on till one side can’t get more so Zerg grows till max

What do zergs gain from zerging that lets them win:
The Zerg gets two things when they blob , one they need to exceed hit cap to distribute damage , two they concentrate fire hitting opponents with massive number of damage.
The hit cap change tries to affect the mitigation of damage of the blob which is an ok thought but in reality does little or nothing , when equally organized groups , meet. The problem is still damage output of the blob is much higher as more dps there.
The hit cap change only changes potential damage output and as such really buffs organized WB and has nothing to do with blob or not blob.
The moral gain raise test had similar effects but was just much worse as damage is true damage.

Question then is what would remove the blob benefit .
Suggestion internal Cooldown on taking damage .
How does this look , well each spell/action kicks a icd on opponent so that multiple same type of damage does not stack past 4 , so if warband or blob takes 20 socs or BW the extra over said 4 (random number of 4) will have reduced damage output. This way the rr flow to the blob is removed as it’s damage potential is limited, this is the blob driver.

PS. This type of change would also force class diversity in WB

Implementation wise this is probably easiest to implement by adding to each aoe skill a debuff lasting say 1sec . If debuff is greater than X then skill does no damage

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mubbl
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Re: Changes that can affect blobbing/Zerg

Post#2 » Wed Oct 23, 2019 11:06 am

sounds like a lot of work for the server.
i agree with your analyse.
i would like to see bos involed in some kind of solution, so they dont fall off/feel useless and you got another factor to actual spread forces over the map.

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Acidic
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Re: Changes that can affect blobbing/Zerg

Post#3 » Wed Oct 23, 2019 11:13 am

mubbl wrote: Wed Oct 23, 2019 11:06 am sounds like a lot of work for the server.
i agree with your analyse.
i would like to see bos involed in some kind of solution, so they dont fall off/feel useless and you got another factor to actual spread forces over the map.
Bo / keeps to have aura that prevents / limits debuff stacking

mubbl
Posts: 277

Re: Changes that can affect blobbing/Zerg

Post#4 » Wed Oct 23, 2019 11:33 am

icd debuff or debuffs in gernal? but if they got just an aura it wuold just make you circle around it and the real that is holding them(spreaded) dont get any advantage or reward for it.
in my op it should be something like bonus tied to bos hold and aao starting around ~40%.
and ofcourse oyu need to get something holding a bo.
only point is what to do with sieges, how to deal with that, maybe get rid of closed postern at 3 stars but there you can get an aura like you suggested, or would that lead to just stack up in keep and wait till enemy comes?

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Acidic
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Re: Changes that can affect blobbing/Zerg

Post#5 » Wed Oct 23, 2019 11:40 am

Think a unified position on what should happen at keeps an BO
Keeps seem like a no brainer Zerg vs Zerg as at the keep all pretty much want to go. So they should probably have said aura reducing stacking effect.
BO little more tricky. Should they be big group oriented or not, typically even if side are not zerging they are natural focus points and as such should it be as now. Should they give rewards for holding as encourages static play... BO are challenging as to how to deal with them without breaking more than is fixed. Game still has to be fun for pugs and organized yet there needs to be balance to stop Rolf stomp

Mad unrelated thought on keep and BO, During keep siege equipment drops on BO to help defend attack, skeleton keys, mini hero.... escort these back to keep to help defend or attack, spawn rate AAO dependent
Last edited by Acidic on Wed Oct 23, 2019 12:01 pm, edited 2 times in total.

WeGotThis
Posts: 57

Re: Changes that can affect blobbing/Zerg

Post#6 » Wed Oct 23, 2019 11:43 am

You can't patch anything about the game to hold people from zerging, cuz zerging is easy.
Your thought is... well at least you brought up an idea.

Actually we have the AoE cap on 24 is a TEST as they said.

How about another test? disable the "Make Warband" Button for 3-4 days :)
Or tune Warband size down to 12, as a test

What stops big guild from still running with 24 man? they still would be able to, just not as easy as now :P
I really think that could make a change, but you would take the easy mode away from zergers after so many years...
The whine would be huge :lol:

PS: More and More i see Warbands running with 4+ Ressources and with actuall 2x Renown that's 1k renown for everyone
so everyone in WB get 1k renown = 24k renown... when they run 4 ressources that is about 100k renown in 5 minuts in total...
That is more than the whole warband gets in an hour for killing people :lol:

mubbl
Posts: 277

Re: Changes that can affect blobbing/Zerg

Post#7 » Wed Oct 23, 2019 12:06 pm

keeps are like the focus end point of the zone, so there will be zerg/ player stacking and its okay, cause i think we players wanna have a proper sieges.
bos are so worthless except beeing a beacon you run to to check whats there with 150%rr gain and exp gain, they are worthless for the zone except resourcess, which are only usefull if you wanna attack, equals bigger number or bigger number of organized/proper wbs.
in my op they should be used to give people something to spread and if they do, they should get a reward, so they can do something against a stacked blob. this would also support coordination in realm.
to be honest about the rofl stomp, its a player issue if you dont have to tanks who guard the dps in your grp and you need atleast one healer, that are all factors you cant fix with campaign design, with out breaking the core class design.

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