Hello

I'm going to talk about something that was well done in the past, but it seemed like it wasn't done on purpose

I think for a PvP game that doesn't focus on a precise scale of fight, which is what Ashes of Creation seems to be going for, it is important to understand the need for speed disparity in relation to the size of the group. The larger you are, the harder it should be to move fast.
The point is to give smaller group the possibility to decide to not engage in a fight where the opponents are overwhelmingly larger than them.
Note that, on the other hand, it shouldn't help them disengage. Once your group gets caught, or once you engaged and realize that you tried to bite more than you could chew, it should be hard to disengage. Or else you end up like New World (for example) with people chasing others for miles...
So, let's get to the point :
In Dark Age of Camelot, they implemented that idea pretty well, although when looking at Warhammer Online, it seems like they did it by mistakes or that the people that understood this concept weren't there any longer.
There were two important era in DAoC regarding this (in my opinion), Before the Trials of Atlantis (ToA) extension and after.
Pre-ToA : each realm had access to 2 'mage' classes that had the possibility to give 'mage speed' to their group, giving about 150% out of combat movement speed. And each realm had access to one 'singer' class that was able to give 'speed 5' to their group at about 200% out of combat movement speed.
For any group, it was rather easy to find at least one mage (being a caster class, lot of people played it, damage, pew pew, magic, people like it), so it was rather easy to go out in the wild with at least mage speed. Finding a singer support, could be a bit harder (depending on the realm and the fact that they are support class, so usually less people play them). So if you wanted to go out with a 8 man group, finding a speed 5 class was nearly mandatory.
But for large scale group, about 40+ people, sometimes 100 or more, it was getting pretty damn hard to find a speed 5 for each of your group, so a lot of the large zerg were often moving around with mage speed...
This meant that smaller group (duo with their support, 4-5 people roaming around or 8 men group), could often see the zerg before getting caught and decide to not engage them, to not get steam rolled. They could also decide to actually engage if they felt the zerg was focused on something else, already in a fight or just in a bad position.
The main point is that this speed disparity made it possible to not get zerged anytime you encoutered a larger group. You would not always escape, mistakes can happend obviously and sometimes you are just unlucky, but you could play with a smaller group, trying to find other smaller group, without having to play a style you didn't want to play. And it was the case for any group size
Post-ToA : they decided to add special items with this expansion called artefact, and one of them which wasn't hard to get, gave the bearer the ability to have his group pulsating enchantments (which speed buff were) affect 40 people around him instead of just the group.
It became super easy for zergs to move around with speed 5. When with 100 players you would need at least 13 speed 5 classes before, now you would need just 3...
So, was it now impossible to play around the massives zerg ?
Not at all, they also added a key ability for some mage class, the ability to land a pod that would prevent any ennemy speed bonus in the area, it was a damn huge area (if the max range spell was 2300 unit in this game, I think the anti speed pod had a radius of 5000 units, clipping distance was about 10k units), it was super fast to cast and didn't put the mage in combat, but had a CD. So it still allowed people to avoid getting engaged if they encountered an important mass of players.
I think understanding this concept is key. Of course you don't have to copy / paste the idea, especially pre-ToA era since today, most guilds would optimize their roaster to have enough speed class anyway.
But giving people the ability to possibly avoid getting engaged is key to help people avoid getting always thrown to the ground every time they encounter a group more important than them, be it 8 people trying to avoid a zerg or soloer trying to avoid a group.
It's also important that the avoidance is clear, you either get caught or you don't, to avoid people chasing for miles and miles to "maybe" catch their prey
And it's important that it's not unbeatable, because we don't want people to never engage any fight
Thoughts ? =D