Dalsie wrote: ↑Thu Dec 05, 2019 9:18 am
Why? Why, why, why, why? Please explain to me why smaller numbers should get some kind of an advantage? Sorry, I just don't get it at all. If you are in a small organised guild, then your advantage comes from your organisation, planning, communication, high gear level, etc. In the past this has set the good groups apart from the pugs and it has worked fine. AAO already exists, and that is the incentive, do you really need some kind of handicap as well? If that's the case, give solo-roamers an advantage, because they are often outnumbered. Solo roamers should receive a speed boost, and a damage boost, and have extra armor - to make up for the numbers. We should also considering removing Warbands from the game entirely. Make the maximum group allowed to be 6 man.
There is no "evil blob" man. I have seen the organised guilds do dam well against double numbers in the past before these new changed. Organisation and skill is the weapon of the guilds, numbers is the weapon of the pugs. At some point numbers will overcome organisation -
and that's fine!
"Why?" Well because we play on a server where crossrealming is allowed and havily used. So if numbers = victory, guess how the playerbase will react
(logging to the outnumbering side)
I agree being in an organized force is an advantage, and I hard agree on that most cases the sheet ammount of players just make fight impossible. atleast with the 24aoe cap you might be able to kill some overextenders, get the first wave before your defensive morales expeire or you run out of hp. before with the 9aoe cap it was not the case, it was busting your criticalmass on 9 random tank targets in a zerg and then hope your critical mass would stick to the same 9 targets.
the examples i gave, were not extreme i think. its a hurdle the zerg/blob/outnumbering force would have to overcome without being detrimental. stopping once in a while to staying together as a pack is nowhere near as deadly as when we saw solo marauders kill warbands because they got crazy damageboosts from AAO
The ideas I gave would have work arounds from the zerg, if they dont stop and repack the zerg both small man groups would have some straglers to prey on in the back, organized warbands would have a chance to face the red sea coming in split, and the zerg would still have a chance to win if they stop and wait for their tail.
"but why" so players actually try and improve themselves and stop going for minimum efforts expecting participation reward handouts and progression for just tagging along in a big unorganized force.
Also what about the situations where the organized players blob up with several guild warbands, so both numbers advantage and organization is against their enemies, should that outcome just be a 100% garenteed loss. I personally play for the "300" laststand moments and if they are none exsistant then I might aswel just go log onto destro and gear up several chars ill never actually use for pvping, right?