Pendragxn wrote: » You mentioned how the AoE mechanics of bosses, like Firebrand, tend to target the largest group, or in the case of the lightning system (which I’m still a bit unsure about), it also targets larger groups. But what happens when you have a large group that's split into multiple parties or smaller, more tactical groups? Kind of like a guerrilla warfare style where they approach a raid boss from different angles or directions. How would the targeting mechanics handle a coordinated effort coming from separate positions?
Pendragxn wrote: » Also, in my view, there's a noticeable difference between individual player skill and large group coordination. Sure, anyone can pull together a specific class composition or meta roster for certain content or scenarios. However what's stopping groups from just overwhelming others purely because they have more cooldowns available to them? This makes things a bit unfair for players who are outnumbered. And this isn't just about large groups or zergs—I’m also thinking about medium-sized or smaller tactical groups who rely more on coordination and skill than brute force or sheer numbers. Individual player skill really boils down to the gameplay mechanics and skills available to that person. This includes having defensives, skill rotations, and dynamic play to counter multiple attackers when outnumbered.
Voeltz wrote: » Things that will help against zergs (some of this is already planned): (...snip) 6. Level design that restricts large amounts of players with choke points like bridges, tunnels, doorways, gates, narrow cliff pathways, etc. 7. Player collision 8. Limited fast travel (snip...) Everything else should be skill, strategy, and social based. If you're struggling against a larger group than yours, figure out a way to outplay them, recruit more players to your side or form alliances. Keep in mind leaving the area or giving up a certain objective is also a valid strategy and is sometimes the reality of being apart of a small guild. There will be times when you're outnumbered 2 to 1, 3 to 1, whatever it is and there's nothing you can do, but there's nothing wrong with that. What's important is that the game has plenty of limitations on zergs and presents you with options to compete or get around them.
Arya_Yeshe wrote: » To me, an AoE should be like this: -if that ability deals 1000 damage then it would split the damage between the targets, if its a spell that damages up to 5 thargets then each target takes 200 dmg There could still be AoE that deals maximum damage for all the targets in that area, but probably use very small areas for example an AoE dealt by scythe (melee weapon) Anyway, it's not hard being creative, it's just that the devs of the past were just too lazy how hard is that? this would force the casters to call their targets better and focus fire on relevant targets instead of just spamming
Caeryl wrote: » Arya_Yeshe wrote: » To me, an AoE should be like this: -if that ability deals 1000 damage then it would split the damage between the targets, if its a spell that damages up to 5 thargets then each target takes 200 dmg There could still be AoE that deals maximum damage for all the targets in that area, but probably use very small areas for example an AoE dealt by scythe (melee weapon) Anyway, it's not hard being creative, it's just that the devs of the past were just too lazy how hard is that? this would force the casters to call their targets better and focus fire on relevant targets instead of just spamming That's a zerg-enabler so hard no. AoEs should excel when used on massive groups.
Arya_Yeshe wrote: » so you think the zerg won't be spamming 5x more AoE?
Arya_Yeshe wrote: » Caeryl wrote: » Arya_Yeshe wrote: » To me, an AoE should be like this: -if that ability deals 1000 damage then it would split the damage between the targets, if its a spell that damages up to 5 thargets then each target takes 200 dmg There could still be AoE that deals maximum damage for all the targets in that area, but probably use very small areas for example an AoE dealt by scythe (melee weapon) Anyway, it's not hard being creative, it's just that the devs of the past were just too lazy how hard is that? this would force the casters to call their targets better and focus fire on relevant targets instead of just spamming That's a zerg-enabler so hard no. AoEs should excel when used on massive groups. so you think the zerg won't be spamming 5x more AoE? think again
Pendragxn wrote: To balance this, mechanics like focus fire mitigation, passive damage reduction for outnumbered players, or friendly fire could be implemented.
Pendragxn wrote: Again, I feel like the common response might be, "just recruit more players," but that’s not always the solution. Many players tend to gravitate toward larger groups, seeking recognition or a sense of belonging.
P0GG0 wrote: » they should be a cap on how many guild members are allowed in each zone/server.