Changes that can affect blobbing/Zerg
Posted: Wed Oct 23, 2019 10:22 am
Hi
Following the various attempts to stop zerging , moral gain increase and hit cap test I thought its worth discussing what blobbing does and as such how mechanics can be adjusted to stop it
The one point to notice is blobbing of WB and blobbing into Zerg attempt to do the same thing, create a concentrated fire output with some damage mitigation. However the damage output is more significant than the mitigation aspect as if you kill anything close they stop damaging you.
First point why do zergs form:
Zergs typically in RoR form from one group being farmed by better or bigger group. I can’t beat that on my own , so I get more. This obviously just carries on till one side can’t get more so Zerg grows till max
What do zergs gain from zerging that lets them win:
The Zerg gets two things when they blob , one they need to exceed hit cap to distribute damage , two they concentrate fire hitting opponents with massive number of damage.
The hit cap change tries to affect the mitigation of damage of the blob which is an ok thought but in reality does little or nothing , when equally organized groups , meet. The problem is still damage output of the blob is much higher as more dps there.
The hit cap change only changes potential damage output and as such really buffs organized WB and has nothing to do with blob or not blob.
The moral gain raise test had similar effects but was just much worse as damage is true damage.
Question then is what would remove the blob benefit .
Suggestion internal Cooldown on taking damage .
How does this look , well each spell/action kicks a icd on opponent so that multiple same type of damage does not stack past 4 , so if warband or blob takes 20 socs or BW the extra over said 4 (random number of 4) will have reduced damage output. This way the rr flow to the blob is removed as it’s damage potential is limited, this is the blob driver.
PS. This type of change would also force class diversity in WB
Implementation wise this is probably easiest to implement by adding to each aoe skill a debuff lasting say 1sec . If debuff is greater than X then skill does no damage
Following the various attempts to stop zerging , moral gain increase and hit cap test I thought its worth discussing what blobbing does and as such how mechanics can be adjusted to stop it
The one point to notice is blobbing of WB and blobbing into Zerg attempt to do the same thing, create a concentrated fire output with some damage mitigation. However the damage output is more significant than the mitigation aspect as if you kill anything close they stop damaging you.
First point why do zergs form:
Zergs typically in RoR form from one group being farmed by better or bigger group. I can’t beat that on my own , so I get more. This obviously just carries on till one side can’t get more so Zerg grows till max
What do zergs gain from zerging that lets them win:
The Zerg gets two things when they blob , one they need to exceed hit cap to distribute damage , two they concentrate fire hitting opponents with massive number of damage.
The hit cap change tries to affect the mitigation of damage of the blob which is an ok thought but in reality does little or nothing , when equally organized groups , meet. The problem is still damage output of the blob is much higher as more dps there.
The hit cap change only changes potential damage output and as such really buffs organized WB and has nothing to do with blob or not blob.
The moral gain raise test had similar effects but was just much worse as damage is true damage.
Question then is what would remove the blob benefit .
Suggestion internal Cooldown on taking damage .
How does this look , well each spell/action kicks a icd on opponent so that multiple same type of damage does not stack past 4 , so if warband or blob takes 20 socs or BW the extra over said 4 (random number of 4) will have reduced damage output. This way the rr flow to the blob is removed as it’s damage potential is limited, this is the blob driver.
PS. This type of change would also force class diversity in WB
Implementation wise this is probably easiest to implement by adding to each aoe skill a debuff lasting say 1sec . If debuff is greater than X then skill does no damage