I've been thinking about how SV could fix the zerg friendliness in this game and make smaller groups viable and it honestly took me a while to realize that every game where you can 1vX or 2vX etc. effectively, usually share one common thing.
Which is self-sustain. I came to the realization after rewatching some old videos where crackpipes were still useable in combat, and it just showed it so well. Any huergar could use crackpipes, but you only saw a small majority of actually good players take it to its full effect and manage to fight severely outnumbered. Stuff that would be near to impossible to pull off now.
SV has already shown that they want to make the game less zerg friendly and make smaller groups viable, and actually, let skill matter. The best way to achieve this (without increasing the movement speed or combat speed substantially) is to add ways for instant self-sustain. The easiest quick change would be to just revert crackpipes to how they were before, and make bandages work as they did in MO1. These two simple changes would instantly make the game WAY less zerg-friendly and add more room to outplay your opponents. When fighting outnumbered in the current state of the game, you will likely never get a chance to heal, popping a bandage takes forever and you are completely vulnerable to getting full to zeroed if you do it at the wrong time. Similar issue with the current crackpipe although it is somewhat faster and better than bandaging. Potions also suffer from the exact same issues.
Yes its "realistic", but we all know that realism does not equal good gameplay and this is not a simulator but a game.
In a perfect scenario, SV would add some mechanics like the old crackpipes for EVERY race and nerf zerging. You already have a GIGANTIC advantage which comes with greater numbers, but this game keeps making changes that cater and hold the hands of zergs to make their gameplay even easier. Going in the completely wrong direction. The parry change was made to help make the game less zerg friendly, but honestly, it literally makes no difference if the 10 people swinging on you do 50 damage each or 25-30.
Which is self-sustain. I came to the realization after rewatching some old videos where crackpipes were still useable in combat, and it just showed it so well. Any huergar could use crackpipes, but you only saw a small majority of actually good players take it to its full effect and manage to fight severely outnumbered. Stuff that would be near to impossible to pull off now.
SV has already shown that they want to make the game less zerg friendly and make smaller groups viable, and actually, let skill matter. The best way to achieve this (without increasing the movement speed or combat speed substantially) is to add ways for instant self-sustain. The easiest quick change would be to just revert crackpipes to how they were before, and make bandages work as they did in MO1. These two simple changes would instantly make the game WAY less zerg-friendly and add more room to outplay your opponents. When fighting outnumbered in the current state of the game, you will likely never get a chance to heal, popping a bandage takes forever and you are completely vulnerable to getting full to zeroed if you do it at the wrong time. Similar issue with the current crackpipe although it is somewhat faster and better than bandaging. Potions also suffer from the exact same issues.
Yes its "realistic", but we all know that realism does not equal good gameplay and this is not a simulator but a game.
In a perfect scenario, SV would add some mechanics like the old crackpipes for EVERY race and nerf zerging. You already have a GIGANTIC advantage which comes with greater numbers, but this game keeps making changes that cater and hold the hands of zergs to make their gameplay even easier. Going in the completely wrong direction. The parry change was made to help make the game less zerg friendly, but honestly, it literally makes no difference if the 10 people swinging on you do 50 damage each or 25-30.