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Snare The Zerg // IDEA

Posted: Mon May 01, 2023 3:52 pm
by Vaul
Here's an idea... similar to the Diminishing Rations debuff in LOTD: Add a movement speed reduction (snare) when there are more than 24 players of the same faction in the same area in open RVR. Have this scale up from 0% to something like 40% when 48 players or more are in same area, again similar to LOTD.

This will feel really noticeable and undesirable (as opposed to LOTD's damage/healing debuff) and allow non-zerging forces to be more flexible and maneuverable. It also fits into the theme of larger armies becoming slow and cumbersome.

May want to only apply this debuff in open field RvR only, not inside keep walls as it would make pushing through the keep doors and stuff very annoying.

Re: Snare The Zerg // IDEA

Posted: Mon May 01, 2023 3:54 pm
by Akilinus
Great idea actually. Im sure no one will use this to grief others.

Re: Snare The Zerg // IDEA

Posted: Mon May 01, 2023 3:58 pm
by Absinth
Akilinus wrote: Mon May 01, 2023 3:54 pm Great idea actually. Im sure no one will use this to grief others.
Yeah lets make 2 warband zerg solely dedicated to slowing down other people, im pretty sure it will work.

Re: Snare The Zerg // IDEA

Posted: Mon May 01, 2023 4:00 pm
by Akilinus
Absinth wrote: Mon May 01, 2023 3:58 pm
Akilinus wrote: Mon May 01, 2023 3:54 pm Great idea actually. Im sure no one will use this to grief others.
Yeah lets make 2 warband zerg solely dedicated to slowing down other people, im pretty sure it will work.
You just need to run 1 warband yourself and have a hoard of pugs following you.

Re: Snare The Zerg // IDEA

Posted: Tue May 02, 2023 9:14 am
by Everdin
While the idea is understandable, it would lead to skilled range premades do whatever they want with the warbands, they can not follow, they can not retreat, they will just get blown up on max range

Re: Snare The Zerg // IDEA

Posted: Tue May 02, 2023 1:21 pm
by Vaul
Everdin wrote: Tue May 02, 2023 9:14 am While the idea is understandable, it would lead to skilled range premades do whatever they want with the warbands, they can not follow, they can not retreat, they will just get blown up on max range
Good comment. And I agree a skilled RDPS setup could torment a snared Zerg - and for me that is not such a bad thing for the game/meta, force zerg to split or become vulnerable. But said skilled RDPS could still get flanked by Group/Warband who are not clumped and snared in zerg.

Re: Snare The Zerg // IDEA

Posted: Tue May 02, 2023 2:00 pm
by Everdin
If there is a really organized warband, they may be in the position to split organized and flank the enemy, but they would abuse this system anyways with just running close enough to not get snared but join each others fight.

A Skilled group killing some guys out of a Zerg is a good thing.
A Skilled group killing the whole Zerg, not necessary because they are better, but because the game give them a unfair advantage is a bad thing.

They don't even need to outsmart them, with a speed benefit they can engange the Zerg whenever they want and come away with it. If the Zerg retreat, they can attack, if the Zerg fight they kite.

Re: Snare The Zerg // IDEA

Posted: Tue May 02, 2023 3:03 pm
by juzziex
While they definitely need more tools to counter being outnumbered I really hate this solution. This advantage is just too large. Plus solo players who are fighting nearby are going to get frustrated.

Re: Snare The Zerg // IDEA

Posted: Tue May 02, 2023 3:27 pm
by zgolec
...add 0rr/0inf/0xp/0crests/0drop mechanic for zerging side and problem gonna solve itself :P

Atm we are facing 6+ wbs stackin on each other "winning" over 1-2 wbs.

If penalty for zerging will be severe there will be no bunch of pug WBs following every step of organised WBs in lakes... They want rewards - easy clap on zerg vs 1-2 wb = 100% chance of win and in the end on zone lock reward. Remove that and people will avoid zerging.

Remove that mechanic on keeps/forts and see how it work out.

Re: Snare The Zerg // IDEA

Posted: Tue May 02, 2023 5:48 pm
by jbrutal
any faction wide debuff will just make premades even more OP, they should just add npcs back in and make them as strong as lord in BOs and keep lord into Heroes :D :D :D :D