LOTD Antizerg mechanic
Posted: Sun Jun 25, 2023 10:37 pm
Hello,
Land of the Dead modern RoR version have been out for a long while now. And while it saw quite a few adjustments to the respawn rate of the neutral 3rd faction npc attacking the realm who is ahead, adjusting the number of participants, and later on adding the anti-zerg debuff for the more realmmates you have in your collision range. These values were also attempted adjusted. But then the adjustments kinda stopped for a long while and the morale-snowball and winrate started setting in.
While I do think majority of the leaders forming in LOTD are misplaying strategially and not understanding the map, the value in allocating forces in even numbers big open map where supply lines can be broken and playing the objectives smarter. The map and event have big potential if both realms start playing the mechanic "better". If it will still be the main approach to just blob up and win with just numbers advantage, then naturally no matter the mechanic or changes done to LOTD will never serve as a testing ground for improving oRvR lakes as it was maybe slightly meant to test out.
The Anti-zerg debuff reducing DamageOutput & HealingOutput is an alright attempt to try to impliment mechanics to lead playerbehavior in a direction. But it seems like it has not worked. And Since noone else seems to bring up this point, I figured I would atleast point it out.
The debuff is affecting both realms naturally, but I would argue that it affects Order more as they have a realm advantage in their healing modifers stacking on some of their core classes for group/warband play. A long with arguebly having an other slight realmadvantage in their damage output on warband aoe builds over destro semi mirrors.
Destro on the other hand have (had) realm advantages in morale pump, especially on tanks. But also on the whole department of stronger AoE CC such as:
- MSH Kaboom best aoe punt
- Monstro Mara AoE knockdown (unmirrored)
- Arguebly better AoE Soft CC such as snares. Blackguard 2handed frontal undefendable snares + DoK covernant procs leading to 20% snare walking on order.
- Choppablender speedup plus displacement pull. As long as the target is flying they cant defend and the whole blob have "Rampage" up while hitting the flying target(s) if you think about it
Naturally there are other effects at play such as ap drains, morale drains, better debuffs, mobility etc etc etc. But if I put it up a little black and white;
Orders realm advantage is to have slightly better AoE damage output and Healing stacking, these advantages are affected by the antizerg debuff.
Destro realm advantages used to be morale pumping to deal with the pressure of Order, but now pretty much relies on stronger crowdcontrol.
Now why on earth would Order be the realm generally wanting to stack and face a debuff going against their advantage is one argument we have seen topics about again and again. So regardless of missplay or not, should the zergdebuff affect these areas on DamageOutput + Healing? Or could it be adressed to also affect snares/CC to make it more even, or is it already fine enough for both realms in largescale?(since this only kicks in when blobbing)
Land of the Dead modern RoR version have been out for a long while now. And while it saw quite a few adjustments to the respawn rate of the neutral 3rd faction npc attacking the realm who is ahead, adjusting the number of participants, and later on adding the anti-zerg debuff for the more realmmates you have in your collision range. These values were also attempted adjusted. But then the adjustments kinda stopped for a long while and the morale-snowball and winrate started setting in.
While I do think majority of the leaders forming in LOTD are misplaying strategially and not understanding the map, the value in allocating forces in even numbers big open map where supply lines can be broken and playing the objectives smarter. The map and event have big potential if both realms start playing the mechanic "better". If it will still be the main approach to just blob up and win with just numbers advantage, then naturally no matter the mechanic or changes done to LOTD will never serve as a testing ground for improving oRvR lakes as it was maybe slightly meant to test out.
The Anti-zerg debuff reducing DamageOutput & HealingOutput is an alright attempt to try to impliment mechanics to lead playerbehavior in a direction. But it seems like it has not worked. And Since noone else seems to bring up this point, I figured I would atleast point it out.
The debuff is affecting both realms naturally, but I would argue that it affects Order more as they have a realm advantage in their healing modifers stacking on some of their core classes for group/warband play. A long with arguebly having an other slight realmadvantage in their damage output on warband aoe builds over destro semi mirrors.
Destro on the other hand have (had) realm advantages in morale pump, especially on tanks. But also on the whole department of stronger AoE CC such as:
- MSH Kaboom best aoe punt
- Monstro Mara AoE knockdown (unmirrored)
- Arguebly better AoE Soft CC such as snares. Blackguard 2handed frontal undefendable snares + DoK covernant procs leading to 20% snare walking on order.
- Choppablender speedup plus displacement pull. As long as the target is flying they cant defend and the whole blob have "Rampage" up while hitting the flying target(s) if you think about it

Naturally there are other effects at play such as ap drains, morale drains, better debuffs, mobility etc etc etc. But if I put it up a little black and white;
Orders realm advantage is to have slightly better AoE damage output and Healing stacking, these advantages are affected by the antizerg debuff.
Destro realm advantages used to be morale pumping to deal with the pressure of Order, but now pretty much relies on stronger crowdcontrol.
Now why on earth would Order be the realm generally wanting to stack and face a debuff going against their advantage is one argument we have seen topics about again and again. So regardless of missplay or not, should the zergdebuff affect these areas on DamageOutput + Healing? Or could it be adressed to also affect snares/CC to make it more even, or is it already fine enough for both realms in largescale?(since this only kicks in when blobbing)