Solid_Sneak wrote: » Githal wrote: » Solid_Sneak wrote: » Githal wrote: » Solid_Sneak wrote: » Ludullu_(NiKr) wrote: » Githal wrote: » The part where you have no experience with dealing with zergs is obvious from what you write. But even your theorycrafting needs a lot more work to make it believable. You talking about dps output as if you fighting practice dummies. Even if you kill 50 players out of the 400 with those mass spells you talk about you still have 350 players left to deal with. Or maybe you suggesting the AOE range of the spells to be bigger than the whole screen? since 400 man zergs wont fit on your screen. Here's a single group baiting and dragging a zerg over a tight location, picking off people here and there.https://www.youtube.com/watch?v=0SYNbR-mvfU Even just a single another group on the other side would chip away at that zerg overtime. A few more groups on either side (still nowhere near the 170 members of the enemy side) would increase the chances of winning even higher. And this was in a game with TPs to this location (as shown right at the start of the video). Ashes won't have TPs, so a proper baiting group can dismantle a zerg with time. And L2's aoes didn't even have proper long range, so this was mostly a single target picking off situation (with a few ground-placed big cd aoes). If Ashes has even just a few longer range or longer duration ground-placed aoes - it would make the situation even easier for the small group. My man knows what's up with Spellhowlers. You are watching unorganized zerg that few players chasing while the rest "listens to commands to wait probably", and those that dont listen get themselves killed. In the end the zerg didnt lose almost anything. few deaths is nothing for the zerg. Also imagine now if there were 40 rogues in the zerg group which move behind you and the moment you try to escape they just slow/stun and even kill half your group just from the rogues. And give the chance for the zerg to catch up to you Btw, that tactic on the video, you did not even realise the leader was calling names for prime target and when they had none, they primed left to right, furthest to closest. Germans are very serious about their war tactics - ask France. It is a good doctrine. It takes experience and good players to use it - not zerglings. Well didnt heard the callinf from the music probably . Anyway it made no difference. You cant be talking about "winning" against the zerg, when you didnt kill more than 5% of it. They delayed them and had a good fight in a 1vX. I would not expect a zergling to know the thrill of 1vX.
Githal wrote: » Solid_Sneak wrote: » Githal wrote: » Solid_Sneak wrote: » Ludullu_(NiKr) wrote: » Githal wrote: » The part where you have no experience with dealing with zergs is obvious from what you write. But even your theorycrafting needs a lot more work to make it believable. You talking about dps output as if you fighting practice dummies. Even if you kill 50 players out of the 400 with those mass spells you talk about you still have 350 players left to deal with. Or maybe you suggesting the AOE range of the spells to be bigger than the whole screen? since 400 man zergs wont fit on your screen. Here's a single group baiting and dragging a zerg over a tight location, picking off people here and there.https://www.youtube.com/watch?v=0SYNbR-mvfU Even just a single another group on the other side would chip away at that zerg overtime. A few more groups on either side (still nowhere near the 170 members of the enemy side) would increase the chances of winning even higher. And this was in a game with TPs to this location (as shown right at the start of the video). Ashes won't have TPs, so a proper baiting group can dismantle a zerg with time. And L2's aoes didn't even have proper long range, so this was mostly a single target picking off situation (with a few ground-placed big cd aoes). If Ashes has even just a few longer range or longer duration ground-placed aoes - it would make the situation even easier for the small group. My man knows what's up with Spellhowlers. You are watching unorganized zerg that few players chasing while the rest "listens to commands to wait probably", and those that dont listen get themselves killed. In the end the zerg didnt lose almost anything. few deaths is nothing for the zerg. Also imagine now if there were 40 rogues in the zerg group which move behind you and the moment you try to escape they just slow/stun and even kill half your group just from the rogues. And give the chance for the zerg to catch up to you Btw, that tactic on the video, you did not even realise the leader was calling names for prime target and when they had none, they primed left to right, furthest to closest. Germans are very serious about their war tactics - ask France. It is a good doctrine. It takes experience and good players to use it - not zerglings. Well didnt heard the callinf from the music probably . Anyway it made no difference. You cant be talking about "winning" against the zerg, when you didnt kill more than 5% of it.
Solid_Sneak wrote: » Githal wrote: » Solid_Sneak wrote: » Ludullu_(NiKr) wrote: » Githal wrote: » The part where you have no experience with dealing with zergs is obvious from what you write. But even your theorycrafting needs a lot more work to make it believable. You talking about dps output as if you fighting practice dummies. Even if you kill 50 players out of the 400 with those mass spells you talk about you still have 350 players left to deal with. Or maybe you suggesting the AOE range of the spells to be bigger than the whole screen? since 400 man zergs wont fit on your screen. Here's a single group baiting and dragging a zerg over a tight location, picking off people here and there.https://www.youtube.com/watch?v=0SYNbR-mvfU Even just a single another group on the other side would chip away at that zerg overtime. A few more groups on either side (still nowhere near the 170 members of the enemy side) would increase the chances of winning even higher. And this was in a game with TPs to this location (as shown right at the start of the video). Ashes won't have TPs, so a proper baiting group can dismantle a zerg with time. And L2's aoes didn't even have proper long range, so this was mostly a single target picking off situation (with a few ground-placed big cd aoes). If Ashes has even just a few longer range or longer duration ground-placed aoes - it would make the situation even easier for the small group. My man knows what's up with Spellhowlers. You are watching unorganized zerg that few players chasing while the rest "listens to commands to wait probably", and those that dont listen get themselves killed. In the end the zerg didnt lose almost anything. few deaths is nothing for the zerg. Also imagine now if there were 40 rogues in the zerg group which move behind you and the moment you try to escape they just slow/stun and even kill half your group just from the rogues. And give the chance for the zerg to catch up to you Btw, that tactic on the video, you did not even realise the leader was calling names for prime target and when they had none, they primed left to right, furthest to closest. Germans are very serious about their war tactics - ask France. It is a good doctrine. It takes experience and good players to use it - not zerglings.
Githal wrote: » Solid_Sneak wrote: » Ludullu_(NiKr) wrote: » Githal wrote: » The part where you have no experience with dealing with zergs is obvious from what you write. But even your theorycrafting needs a lot more work to make it believable. You talking about dps output as if you fighting practice dummies. Even if you kill 50 players out of the 400 with those mass spells you talk about you still have 350 players left to deal with. Or maybe you suggesting the AOE range of the spells to be bigger than the whole screen? since 400 man zergs wont fit on your screen. Here's a single group baiting and dragging a zerg over a tight location, picking off people here and there.https://www.youtube.com/watch?v=0SYNbR-mvfU Even just a single another group on the other side would chip away at that zerg overtime. A few more groups on either side (still nowhere near the 170 members of the enemy side) would increase the chances of winning even higher. And this was in a game with TPs to this location (as shown right at the start of the video). Ashes won't have TPs, so a proper baiting group can dismantle a zerg with time. And L2's aoes didn't even have proper long range, so this was mostly a single target picking off situation (with a few ground-placed big cd aoes). If Ashes has even just a few longer range or longer duration ground-placed aoes - it would make the situation even easier for the small group. My man knows what's up with Spellhowlers. You are watching unorganized zerg that few players chasing while the rest "listens to commands to wait probably", and those that dont listen get themselves killed. In the end the zerg didnt lose almost anything. few deaths is nothing for the zerg. Also imagine now if there were 40 rogues in the zerg group which move behind you and the moment you try to escape they just slow/stun and even kill half your group just from the rogues. And give the chance for the zerg to catch up to you
Solid_Sneak wrote: » Ludullu_(NiKr) wrote: » Githal wrote: » The part where you have no experience with dealing with zergs is obvious from what you write. But even your theorycrafting needs a lot more work to make it believable. You talking about dps output as if you fighting practice dummies. Even if you kill 50 players out of the 400 with those mass spells you talk about you still have 350 players left to deal with. Or maybe you suggesting the AOE range of the spells to be bigger than the whole screen? since 400 man zergs wont fit on your screen. Here's a single group baiting and dragging a zerg over a tight location, picking off people here and there.https://www.youtube.com/watch?v=0SYNbR-mvfU Even just a single another group on the other side would chip away at that zerg overtime. A few more groups on either side (still nowhere near the 170 members of the enemy side) would increase the chances of winning even higher. And this was in a game with TPs to this location (as shown right at the start of the video). Ashes won't have TPs, so a proper baiting group can dismantle a zerg with time. And L2's aoes didn't even have proper long range, so this was mostly a single target picking off situation (with a few ground-placed big cd aoes). If Ashes has even just a few longer range or longer duration ground-placed aoes - it would make the situation even easier for the small group. My man knows what's up with Spellhowlers.
Ludullu_(NiKr) wrote: » Githal wrote: » The part where you have no experience with dealing with zergs is obvious from what you write. But even your theorycrafting needs a lot more work to make it believable. You talking about dps output as if you fighting practice dummies. Even if you kill 50 players out of the 400 with those mass spells you talk about you still have 350 players left to deal with. Or maybe you suggesting the AOE range of the spells to be bigger than the whole screen? since 400 man zergs wont fit on your screen. Here's a single group baiting and dragging a zerg over a tight location, picking off people here and there.https://www.youtube.com/watch?v=0SYNbR-mvfU Even just a single another group on the other side would chip away at that zerg overtime. A few more groups on either side (still nowhere near the 170 members of the enemy side) would increase the chances of winning even higher. And this was in a game with TPs to this location (as shown right at the start of the video). Ashes won't have TPs, so a proper baiting group can dismantle a zerg with time. And L2's aoes didn't even have proper long range, so this was mostly a single target picking off situation (with a few ground-placed big cd aoes). If Ashes has even just a few longer range or longer duration ground-placed aoes - it would make the situation even easier for the small group.
Githal wrote: » The part where you have no experience with dealing with zergs is obvious from what you write. But even your theorycrafting needs a lot more work to make it believable. You talking about dps output as if you fighting practice dummies. Even if you kill 50 players out of the 400 with those mass spells you talk about you still have 350 players left to deal with. Or maybe you suggesting the AOE range of the spells to be bigger than the whole screen? since 400 man zergs wont fit on your screen.
Githal wrote: » The small group killed like 20 players total. Which is nothing for the zerg group. ANd you talking about "winning"
Githal wrote: » And this wont apply for guild/node wars and sieges, Simple and effective solution.
Githal wrote: » As i Said above - instead all this BS of aoe spells. Just make each group of 8 players to have "friendly fire" to any other group even if they are in same guild. This wont apply if the players are Non combatants, but if they want to pvp they become combatants and can hit each other. And this wont apply for guild/node wars and sieges, Simple and effective solution.
Ludullu_(NiKr) wrote: » Githal wrote: » The small group killed like 20 players total. Which is nothing for the zerg group. ANd you talking about "winning" Did you read the rest of my comment? This was simply an example of a battle tactic and I literally said that there could've been a way to win this, rather than just have some fun for the MCs of that video. This was a 1:10 fight (if we go with your disbelief of the numbers presented in the video) and the "1" side managed to kill "2" of the "10". And all of this was happening to hold back the zerg from farming an important boss, which would be even more effective in Ashes, because regrouping of the zerg would've taken way longer than the simple TP of L2. Again, extrapolate the tactic to what Ashes will have, rather than just nitpick the example. The potential 400-500 zergs of Ashes would be fighting groups of ~100, and if those 100 will use these kinds of tactics - the zerg will fall quite quickly. This is also why I said that 40 people is nothing in Ashes, and that fights will be "huge vs ginormous" rather than "1 group is fighting 2-3". One of the slogans of Ashes was "bringing massive back to mmos". That's its draw to its target audience. p.s. I still hold the position that heals and buffs must only be party-based, rather than raid-wide (let alone guild/alliance), so simple zergs would be even weaker. And if a zerg can get proper parties, which can then play in good coordination - they simply deserve what they get, because they are no longer a "zerg", they are just a big group of skilled players.
Githal wrote: » Well, with this i agree, Even tho the zerg was not even paying them any attention, There was part of the zerg that got delayed. And yes - they put good fight. But wasnt the conversation about beating a zerg? coz if it was about delaying a zerg then i would agree that its possible.
Solid_Sneak wrote: » Githal wrote: » As i Said above - instead all this BS of aoe spells. Just make each group of 8 players to have "friendly fire" to any other group even if they are in same guild. This wont apply if the players are Non combatants, but if they want to pvp they become combatants and can hit each other. And this wont apply for guild/node wars and sieges, Simple and effective solution. EVE has friendly fire. Let me break down my earlier fire mage aoe example. You get fire resistance enchantments and potions. I did mention an Int/Con/Mnt build. Mentality is the magic resistance stat. Most zergs just have people with STR/DEX builds, if I can judge by L2, the closest game in stats to Ashes. The enemy does not expect a pipebombing, so they lack fire resistance. Best part, mages have 3 different spells already that work for pipebombing. And people cannot prepare for every single pipebombing scenario. You really don't get it. We 1vX people LIVE for farming zergs. You see a zerg, you whine, we see a zerg and get a boner. There is no amount of friendly fire that will stop it.
Githal wrote: » The thing is that in the video the zerg was paying no attention to the 9 players. They were ignoring them while doing the boss. And only small part of the zerg splitted to chase the 9 players, and thats why they managed to make some kills. In the end the zerg killed the boss and just ran over the group. And you call it a "fight", but in reality the zerg got the boss, and the small group got nothing.
Githal wrote: » 100 vs 400 cant use these tactics coz first: the zerg group wont ignore the 100 Second: you cant organize the 100 the same way you organize the 9, You will lose 50 players from the start coz they wont retreat on time or will go too deep and ect
Githal wrote: » Solid_Sneak wrote: » Githal wrote: » As i Said above - instead all this BS of aoe spells. Just make each group of 8 players to have "friendly fire" to any other group even if they are in same guild. This wont apply if the players are Non combatants, but if they want to pvp they become combatants and can hit each other. And this wont apply for guild/node wars and sieges, Simple and effective solution. EVE has friendly fire. Let me break down my earlier fire mage aoe example. You get fire resistance enchantments and potions. I did mention an Int/Con/Mnt build. Mentality is the magic resistance stat. Most zergs just have people with STR/DEX builds, if I can judge by L2, the closest game in stats to Ashes. The enemy does not expect a pipebombing, so they lack fire resistance. Best part, mages have 3 different spells already that work for pipebombing. And people cannot prepare for every single pipebombing scenario. You really don't get it. We 1vX people LIVE for farming zergs. You see a zerg, you whine, we see a zerg and get a boner. There is no amount of friendly fire that will stop it. Which 3 spells you talking about? Coz non will hit more than 3% of the zerg players with single cast
oOKingOo wrote: » The only difference is that your node is the faction, and your faction is not a boring, stagnant, predefined entity.
Githal wrote: » Solid_Sneak wrote: » Ludullu_(NiKr) wrote: » Githal wrote: » The part where you have no experience with dealing with zergs is obvious from what you write. But even your theorycrafting needs a lot more work to make it believable. You talking about dps output as if you fighting practice dummies. Even if you kill 50 players out of the 400 with those mass spells you talk about you still have 350 players left to deal with. Or maybe you suggesting the AOE range of the spells to be bigger than the whole screen? since 400 man zergs wont fit on your screen. Here's a single group baiting and dragging a zerg over a tight location, picking off people here and there.https://www.youtube.com/watch?v=0SYNbR-mvfU Even just a single another group on the other side would chip away at that zerg overtime. A few more groups on either side (still nowhere near the 170 members of the enemy side) would increase the chances of winning even higher. And this was in a game with TPs to this location (as shown right at the start of the video). Ashes won't have TPs, so a proper baiting group can dismantle a zerg with time. And L2's aoes didn't even have proper long range, so this was mostly a single target picking off situation (with a few ground-placed big cd aoes). If Ashes has even just a few longer range or longer duration ground-placed aoes - it would make the situation even easier for the small group. My man knows what's up with Spellhowlers. You are watching unorganized zerg that few players chasing while the rest "listens to commands to wait probably", and those that dont listen get themselves killed. In the end the zerg didnt lose almost anything. few deaths is nothing for the zerg. Also imagine now if there were 40 rogues in the zerg group which move behind you and the moment you try to escape they just slow/stun and even kill half your group just from the rogues. And give the chance for the zerg to catch up to you From the look of it - the zerg group wasnt even interested in killing your small group. In the end they decided to kill you, but before this the group as a whole was not chasing you. And that as not even a big Zerg group, It says 170 players but there werent even 100 there. Imagine a 300 man guild + 2 alliances x 300 players for total of 900 players zerg.
Sigtyr wrote: » Luckily, this game has over 100 factions. They are called nodes.
Ludullu_(NiKr) wrote: » Githal wrote: » The thing is that in the video the zerg was paying no attention to the 9 players. They were ignoring them while doing the boss. And only small part of the zerg splitted to chase the 9 players, and thats why they managed to make some kills. In the end the zerg killed the boss and just ran over the group. And you call it a "fight", but in reality the zerg got the boss, and the small group got nothing. They didn't get the boss in the video, cause they were still running around instead of fighting the boss (it's deeper in and in a room), but that's beside the point. In the context of Ashes, the boss would have anti-zerg mechanics that prevents the zerg from simply one-shotting it (well, hopefully it does of course). And quite likely even just a single group from the enemy can disturb the farm. But that part is definitely most debatable, cause we haven't seen any proper pve yet. Githal wrote: » 100 vs 400 cant use these tactics coz first: the zerg group wont ignore the 100 Second: you cant organize the 100 the same way you organize the 9, You will lose 50 players from the start coz they wont retreat on time or will go too deep and ect If the side with 100 people can't control them - that's on them and they deserve to lose. If I, as a fairly shitty tactician and leader, could control 200 people during a siege and lead their movements in a coordinated manner - any better leader would (and I know for sure that some HAVE) control their group to a much greater extent. 100 people is only 12 parties. Again, that's is barely even a big group. Anyone who hasn't played stuff like L2, where "zerg" began at 200++, wouldn't understand what it takes to control several groups that are playing in unison. And if you have experienced those scales, yet you are still saying that 100 people can't be coordinated - I can only feel sorry for your experience, because you haven't ever met a good leader.
Veeshan wrote: » Githal wrote: » Solid_Sneak wrote: » Ludullu_(NiKr) wrote: » Githal wrote: » The part where you have no experience with dealing with zergs is obvious from what you write. But even your theorycrafting needs a lot more work to make it believable. You talking about dps output as if you fighting practice dummies. Even if you kill 50 players out of the 400 with those mass spells you talk about you still have 350 players left to deal with. Or maybe you suggesting the AOE range of the spells to be bigger than the whole screen? since 400 man zergs wont fit on your screen. Here's a single group baiting and dragging a zerg over a tight location, picking off people here and there.https://www.youtube.com/watch?v=0SYNbR-mvfU Even just a single another group on the other side would chip away at that zerg overtime. A few more groups on either side (still nowhere near the 170 members of the enemy side) would increase the chances of winning even higher. And this was in a game with TPs to this location (as shown right at the start of the video). Ashes won't have TPs, so a proper baiting group can dismantle a zerg with time. And L2's aoes didn't even have proper long range, so this was mostly a single target picking off situation (with a few ground-placed big cd aoes). If Ashes has even just a few longer range or longer duration ground-placed aoes - it would make the situation even easier for the small group. My man knows what's up with Spellhowlers. You are watching unorganized zerg that few players chasing while the rest "listens to commands to wait probably", and those that dont listen get themselves killed. In the end the zerg didnt lose almost anything. few deaths is nothing for the zerg. Also imagine now if there were 40 rogues in the zerg group which move behind you and the moment you try to escape they just slow/stun and even kill half your group just from the rogues. And give the chance for the zerg to catch up to you From the look of it - the zerg group wasnt even interested in killing your small group. In the end they decided to kill you, but before this the group as a whole was not chasing you. And that as not even a big Zerg group, It says 170 players but there werent even 100 there. Imagine a 300 man guild + 2 alliances x 300 players for total of 900 players zerg. Looks like the zerg group was playing cautionly tbh not often a small group will fight back they usualy just leg it when there outnumbered unless they have a play in mind, So i think the larger group was watching there back for a pincer move rather than commiting fully on a push. Im not familiar with Linage but darkfall is similiar quite often uwould move in smaller groups like triggering player city alert and make it look like ur loosing before retreating to lure the large amount of defenders out and you would have a group behind a rock or something waiting to ambush them the moment they run past. Like if i was on the larger group side i would be wary of a group pushing from the rear since it look like small group is luring them in because they had ample opportunity to just leg it there it seems since a few occasional they pulled pretty far from the zerg and then came back to poke them again. also synchronised ball of lighting from multiple mages would be huge in that fight in the ravine/tunnels :P couldnt realy push through it and it slow moving too so it also buys time for the guys backing up to either leave or set up further, and the zerg couldnt make use of ball of lightning either since it a slow moving spell and the smaller side is backing up so it be rather ineffective.
Solid_Sneak wrote: » Githal wrote: » Solid_Sneak wrote: » Githal wrote: » As i Said above - instead all this BS of aoe spells. Just make each group of 8 players to have "friendly fire" to any other group even if they are in same guild. This wont apply if the players are Non combatants, but if they want to pvp they become combatants and can hit each other. And this wont apply for guild/node wars and sieges, Simple and effective solution. EVE has friendly fire. Let me break down my earlier fire mage aoe example. You get fire resistance enchantments and potions. I did mention an Int/Con/Mnt build. Mentality is the magic resistance stat. Most zergs just have people with STR/DEX builds, if I can judge by L2, the closest game in stats to Ashes. The enemy does not expect a pipebombing, so they lack fire resistance. Best part, mages have 3 different spells already that work for pipebombing. And people cannot prepare for every single pipebombing scenario. You really don't get it. We 1vX people LIVE for farming zergs. You see a zerg, you whine, we see a zerg and get a boner. There is no amount of friendly fire that will stop it. Which 3 spells you talking about? Coz non will hit more than 3% of the zerg players with single cast Earthquake, Blizzard, Meteor , Magma Field It takes 2 tanks to throw a pair of bolas and the it's game over. You guys want friendly fire, like that will deter zergs or pipebombers. 🤷♂️
Githal wrote: » Solid_Sneak wrote: » Githal wrote: » Solid_Sneak wrote: » Githal wrote: » As i Said above - instead all this BS of aoe spells. Just make each group of 8 players to have "friendly fire" to any other group even if they are in same guild. This wont apply if the players are Non combatants, but if they want to pvp they become combatants and can hit each other. And this wont apply for guild/node wars and sieges, Simple and effective solution. EVE has friendly fire. Let me break down my earlier fire mage aoe example. You get fire resistance enchantments and potions. I did mention an Int/Con/Mnt build. Mentality is the magic resistance stat. Most zergs just have people with STR/DEX builds, if I can judge by L2, the closest game in stats to Ashes. The enemy does not expect a pipebombing, so they lack fire resistance. Best part, mages have 3 different spells already that work for pipebombing. And people cannot prepare for every single pipebombing scenario. You really don't get it. We 1vX people LIVE for farming zergs. You see a zerg, you whine, we see a zerg and get a boner. There is no amount of friendly fire that will stop it. Which 3 spells you talking about? Coz non will hit more than 3% of the zerg players with single cast Earthquake, Blizzard, Meteor , Magma Field It takes 2 tanks to throw a pair of bolas and the it's game over. You guys want friendly fire, like that will deter zergs or pipebombers. 🤷♂️ Magma Field has slow cast time + small area of effect. Easy to be interupted + even if you manage to cast 20 at 1 place, you may kill 7-8 players, not more. Blizzard is cast around you. you cant get in position to hit many players. Have we seen foortge of "Meteor" and "EarthQuake"? In the last preview for the night sky, i dont think he had those spells.
Veeshan wrote: » Githal wrote: » Solid_Sneak wrote: » Githal wrote: » Solid_Sneak wrote: » Githal wrote: » As i Said above - instead all this BS of aoe spells. Just make each group of 8 players to have "friendly fire" to any other group even if they are in same guild. This wont apply if the players are Non combatants, but if they want to pvp they become combatants and can hit each other. And this wont apply for guild/node wars and sieges, Simple and effective solution. EVE has friendly fire. Let me break down my earlier fire mage aoe example. You get fire resistance enchantments and potions. I did mention an Int/Con/Mnt build. Mentality is the magic resistance stat. Most zergs just have people with STR/DEX builds, if I can judge by L2, the closest game in stats to Ashes. The enemy does not expect a pipebombing, so they lack fire resistance. Best part, mages have 3 different spells already that work for pipebombing. And people cannot prepare for every single pipebombing scenario. You really don't get it. We 1vX people LIVE for farming zergs. You see a zerg, you whine, we see a zerg and get a boner. There is no amount of friendly fire that will stop it. Which 3 spells you talking about? Coz non will hit more than 3% of the zerg players with single cast Earthquake, Blizzard, Meteor , Magma Field It takes 2 tanks to throw a pair of bolas and the it's game over. You guys want friendly fire, like that will deter zergs or pipebombers. 🤷♂️ Magma Field has slow cast time + small area of effect. Easy to be interupted + even if you manage to cast 20 at 1 place, you may kill 7-8 players, not more. Blizzard is cast around you. you cant get in position to hit many players. Have we seen foortge of "Meteor" and "EarthQuake"? In the last preview for the night sky, i dont think he had those spells. I wouldnt worry to much about aoe size atm, its quite possible they they can add increase size with reduced dmg in talent tree for said class or archtype (Have a feeling archtype will just be a 3rd talent tree, but thats my guess) if devs need more or larger aoe options after testing.
Solid_Sneak wrote: » Githal wrote: » Solid_Sneak wrote: » Githal wrote: » Solid_Sneak wrote: » Githal wrote: » As i Said above - instead all this BS of aoe spells. Just make each group of 8 players to have "friendly fire" to any other group even if they are in same guild. This wont apply if the players are Non combatants, but if they want to pvp they become combatants and can hit each other. And this wont apply for guild/node wars and sieges, Simple and effective solution. EVE has friendly fire. Let me break down my earlier fire mage aoe example. You get fire resistance enchantments and potions. I did mention an Int/Con/Mnt build. Mentality is the magic resistance stat. Most zergs just have people with STR/DEX builds, if I can judge by L2, the closest game in stats to Ashes. The enemy does not expect a pipebombing, so they lack fire resistance. Best part, mages have 3 different spells already that work for pipebombing. And people cannot prepare for every single pipebombing scenario. You really don't get it. We 1vX people LIVE for farming zergs. You see a zerg, you whine, we see a zerg and get a boner. There is no amount of friendly fire that will stop it. Which 3 spells you talking about? Coz non will hit more than 3% of the zerg players with single cast Earthquake, Blizzard, Meteor , Magma Field It takes 2 tanks to throw a pair of bolas and the it's game over. You guys want friendly fire, like that will deter zergs or pipebombers. 🤷♂️ Magma Field has slow cast time + small area of effect. Easy to be interupted + even if you manage to cast 20 at 1 place, you may kill 7-8 players, not more. Blizzard is cast around you. you cant get in position to hit many players. Have we seen foortge of "Meteor" and "EarthQuake"? In the last preview for the night sky, i dont think he had those spells. Do you know what blink even is. And no, 2.4 sec during an engagement is not slow, it is fast. You cast it after a CC trap (hopefully what bards do) and thrn cast magma field while blinkong in like middle of them. My preferred method, Blink blizzard and it's GG. The idea is shock and awe. Once the raid wide damage kicks in zerglings panic. I never seen a zerg react in any other way than "survival mode" when they see their raid UI ticking red. You blink in, assuming you GOT a tanky build, and wait till zerglings pile up, then you start the AOE. You may not kill the archers, but if the target call is correct and you jump on a healer, what do you think all the melee will do? They will try to save the healers. And remember, you are still a mage in heavy armor, just cast a fireball at will and watch them bowboys melt. My suggestion is get your group and run exercises for teamwork. The rest is gear logistics. Once you start operating like that you see zerglings as prey.