Githal wrote: » I would say: bring scaling aoe spells that the more targets the spell hit the bigger the dmg. So if you hit 1 target the spell would deal 300 for example. If the same spell hit 5 targets, it will deal 1k dmg to each of the targets. IF it hit 50 players it will one shot them all. GG now there are no mega zergs on the battlefield, and the positioning of players will be important Or can be balanced if needed that this increase dmg takes effect if you hit more than 10 targets. So if you hit from 1 to 9 targets the dmg is 300. Then the more above 10 you hit the bigger the dmg
deathwish wrote: » These games have all failed or are going to fail.
JamesSunderland wrote: » 1 Faction can always become insanely dominant and completely crush the opposite one like a "mega super multi guild" could do
arkileo wrote: » Githal wrote: » I would say: bring scaling aoe spells that the more targets the spell hit the bigger the dmg. So if you hit 1 target the spell would deal 300 for example. If the same spell hit 5 targets, it will deal 1k dmg to each of the targets. IF it hit 50 players it will one shot them all. GG now there are no mega zergs on the battlefield, and the positioning of players will be important Or can be balanced if needed that this increase dmg takes effect if you hit more than 10 targets. So if you hit from 1 to 9 targets the dmg is 300. Then the more above 10 you hit the bigger the dmg @NyceGaming made a similar argument in his recent video. I'm not totally against it as a means to disperse zergs, but I think it would just cause a shift in tactics rather than the total defeat of large guilds.https://www.youtube.com/watch?v=U5KGE2yITbo
Noaani wrote: » Adding AoE spells that increase damage based on how many targets are in the area as a means to get rid of zergs is just swaping one low skill play for another. If the idea is to get rid of low skill play, then it isn't ever going to work. if the idea isn't to get rid of low skill play, then it is pointless to implement.
Githal wrote: » arkileo wrote: » Githal wrote: » I would say: bring scaling aoe spells that the more targets the spell hit the bigger the dmg. So if you hit 1 target the spell would deal 300 for example. If the same spell hit 5 targets, it will deal 1k dmg to each of the targets. IF it hit 50 players it will one shot them all. GG now there are no mega zergs on the battlefield, and the positioning of players will be important Or can be balanced if needed that this increase dmg takes effect if you hit more than 10 targets. So if you hit from 1 to 9 targets the dmg is 300. Then the more above 10 you hit the bigger the dmg @NyceGaming made a similar argument in his recent video. I'm not totally against it as a means to disperse zergs, but I think it would just cause a shift in tactics rather than the total defeat of large guilds.https://www.youtube.com/watch?v=U5KGE2yITbo Well if 1 of the zergs out there manages to keep their players in good positions all the time without people breaking the ranks(which will cause instant wipe from a mass spell) and still keep people in approximately close range since else they will be fighting 10% of the zerg vs other group. Then i would say this zerg deserves to exist. But i am pretty sure that 99% of the zergs wont manage to do anything
Dimitraeos wrote: » Noaani wrote: » Adding AoE spells that increase damage based on how many targets are in the area as a means to get rid of zergs is just swaping one low skill play for another. If the idea is to get rid of low skill play, then it isn't ever going to work. if the idea isn't to get rid of low skill play, then it is pointless to implement. No it just punishes large groups of players that arent coordinated. Think of it as a "zerg tax". Should numerical superiority be a valid strategy? Of course. Should you have to be wary of things that can counterract it? Yes. That's the point of anti-zerg, ant-deathball type mechanics like having a handful of scaling AoE damage abilities (or like ive suggested, items like mines, grenades, bombs, etc). This doesn't mean EVERY skill is like this, it just means that the tools for this should exist somewhere. If they dont, then there is no scenario where zergs aren't at a potential risk to their zerging.
NyceGaming wrote: » Dimitraeos wrote: » Noaani wrote: » Adding AoE spells that increase damage based on how many targets are in the area as a means to get rid of zergs is just swaping one low skill play for another. If the idea is to get rid of low skill play, then it isn't ever going to work. if the idea isn't to get rid of low skill play, then it is pointless to implement. No it just punishes large groups of players that arent coordinated. Think of it as a "zerg tax". Should numerical superiority be a valid strategy? Of course. Should you have to be wary of things that can counterract it? Yes. That's the point of anti-zerg, ant-deathball type mechanics like having a handful of scaling AoE damage abilities (or like ive suggested, items like mines, grenades, bombs, etc). This doesn't mean EVERY skill is like this, it just means that the tools for this should exist somewhere. If they dont, then there is no scenario where zergs aren't at a potential risk to their zerging. Someone understands this. Great take. Well said and thank you for respectfully not jumping to extremes.
Dimitraeos wrote: » That should absolutely be a consideration for people commanding large groups of players.
NyceGaming wrote: » Someone understands this. Great take. Well said and thank you for respectfully not jumping to extremes.