I'm not sure why this system is being touted as some kind of counter-measure against zergs.
If you get hit more, you get more Adrenaline, and this somehow helps you counter a zerg how exactly? You'll still be closer to death than they are. If you're depending on parries to get adrenaline, you would still need to outperform multiple opponents.
Meanwhile, the opponent will not be as close to death, and will still be generating adrenaline from attacking the defender, although instead of being as concentrated as the adrenaline gain of the defender, it will be divided between the attackers.
Even though a solo player gains adrenaline quickly when attacked by many enemies, that often isn’t enough to help them survive because it is rewarding them AFTER sustaining pressure, not preemptively. Zergs can still kill a solo player in just a few seconds through raw focus fire. In many cases, the solo builds up adrenaline but dies or is wounded to the point where a win isn't possible before they can use it for any real impact. Again, it rewards players AFTER they’ve taken massive pressure, but doesn’t help them withstand or reliably escape it. The power comes too late, making adrenaline more of a consolation prize than a real counter to being outnumbered.
The real solution to 'zerging' has always been adding stealth mechanics; and when i say this, i don't mean invisibility, i mean a way to hide effectively.
You shouldn't be trying to make a system whereby people can fight toe to toe with a zerg, it'll just never realistically work. You SHOULD be making ways for people to evade them however.
I've mentioned this in other posts, but if you could simply give people a crouch whereby when active, their nameplate doesn't pop up when a cursor crosses over them. You open up the door for people to hide effectively. People could hide in a bush, behind a box. In the dark.
This is how you give people a chance against zergs; by being stealthy.
You could later tie this mechanic to the assassin skills that were mentioned in some streams. Perhaps whilst crouched, or in sneaking stance, your footsteps are silenced, and if you hit someone in the back with an attack from this stance, it could bypass armor, or have some kind of damage multiplier. Set it so you have to standstill and charge the stance before it becomes active, so people can't just crouch spam and abuse it mid combat.
Of course, it would have to be immune to veela sight if one were to be in this stance (personally, i think veela sight is extremely unfair and zerg friendly as it currently is; and needs a real counter).
But yes; this is how you deal with zergs, evasion. Your game still lacks one of the staple archtypes of the fantasy genre: the rogue.. You actually want to do something about zergs? You need to add a way to sneak; oh and THIEVERY would be nice too.
I've played this game the entire time, and i still don't have the role that i've wanted to play from the start; i honestly do not understand why you are holding back on this.. Like, fine, you are scared of adding thievery incase people don't like it? Atleast add a rogue style of play. Oh, and please don't tell me just equipping a dagger makes you a rogue; don't be absurd. Where is the stealth? What is the benefit of wearing light armor in melee range? It doesn't exist.
There is no real rogue archtype in this game, and if you want to give your solo players a real option for dealing with zergs, you should really consider adding one; because your adrenaline system isn't it.
If you get hit more, you get more Adrenaline, and this somehow helps you counter a zerg how exactly? You'll still be closer to death than they are. If you're depending on parries to get adrenaline, you would still need to outperform multiple opponents.
Meanwhile, the opponent will not be as close to death, and will still be generating adrenaline from attacking the defender, although instead of being as concentrated as the adrenaline gain of the defender, it will be divided between the attackers.
Even though a solo player gains adrenaline quickly when attacked by many enemies, that often isn’t enough to help them survive because it is rewarding them AFTER sustaining pressure, not preemptively. Zergs can still kill a solo player in just a few seconds through raw focus fire. In many cases, the solo builds up adrenaline but dies or is wounded to the point where a win isn't possible before they can use it for any real impact. Again, it rewards players AFTER they’ve taken massive pressure, but doesn’t help them withstand or reliably escape it. The power comes too late, making adrenaline more of a consolation prize than a real counter to being outnumbered.
The real solution to 'zerging' has always been adding stealth mechanics; and when i say this, i don't mean invisibility, i mean a way to hide effectively.
You shouldn't be trying to make a system whereby people can fight toe to toe with a zerg, it'll just never realistically work. You SHOULD be making ways for people to evade them however.
I've mentioned this in other posts, but if you could simply give people a crouch whereby when active, their nameplate doesn't pop up when a cursor crosses over them. You open up the door for people to hide effectively. People could hide in a bush, behind a box. In the dark.
This is how you give people a chance against zergs; by being stealthy.
You could later tie this mechanic to the assassin skills that were mentioned in some streams. Perhaps whilst crouched, or in sneaking stance, your footsteps are silenced, and if you hit someone in the back with an attack from this stance, it could bypass armor, or have some kind of damage multiplier. Set it so you have to standstill and charge the stance before it becomes active, so people can't just crouch spam and abuse it mid combat.
Of course, it would have to be immune to veela sight if one were to be in this stance (personally, i think veela sight is extremely unfair and zerg friendly as it currently is; and needs a real counter).
But yes; this is how you deal with zergs, evasion. Your game still lacks one of the staple archtypes of the fantasy genre: the rogue.. You actually want to do something about zergs? You need to add a way to sneak; oh and THIEVERY would be nice too.
I've played this game the entire time, and i still don't have the role that i've wanted to play from the start; i honestly do not understand why you are holding back on this.. Like, fine, you are scared of adding thievery incase people don't like it? Atleast add a rogue style of play. Oh, and please don't tell me just equipping a dagger makes you a rogue; don't be absurd. Where is the stealth? What is the benefit of wearing light armor in melee range? It doesn't exist.
There is no real rogue archtype in this game, and if you want to give your solo players a real option for dealing with zergs, you should really consider adding one; because your adrenaline system isn't it.
Last edited: