The new anrizerg mechanic proposed, does not specifically counter zergs and the numbers are way too low.
I will not bash that mechanic for too long but in short it will either be neutral/do nothing or even buff zergs sometimes, even might nerf multihit abilities or faster combos.
It's also extremely low numbers and it scaling defense off % hp lost just giga buffs low health builds with low mitigation such as Sheevras while not doing much for Oghmirs and Thursars who wear steel and have 250-280 health who need love the most, those builds will almost never get a modifier higher than 15-20% because they wont get hit for 50% of their HP unless someone is using a maul and maul only. It lasting only 1 second is pretty short too and situational, we need something way more consistent that actually scales with numbers of attackers not just damage taken, adrenaline does the second thing and it failed completely as antizerg.
But enough of explaining why their proposed system is not the solution.
I will instead just propose an actual antizerg mechanic here and explain why it's perfect for Mortal.
Add a defense modifier based on number of consistent real attackers that must do a minumum pre mitigsted damage number (mitigation including parries and such) that stacks based on the number of attackers and drops if an individual attacker does not attack within a time.
So we will give rough number examples, here it goes in detail, numbers used are rough examples that could be changed:
10% defense against all damage buff per 35 pre mitigated (including parry) physical damage and 20 pre mitigated (including MR) magical damage stacking up to 80% all dmg defense if 8 attackers
Stack is granted per minimum treshold attack by an indvidiual attacker and drops if the same attacker has not performed a minimum treshold attack within 7 seconds.
Corrupt uniquely counts as a stack even though it does not meet the damage treshold and maybe some other status effects that are high impact.
This means if person A is shooting you with a bow for 20 through steel (which is about 50 pre mitigation) every 5 seconds and person B is attacking you with a fully charged meele every 3 seconds regardless of if you parry it or not, you have a 10% defense to all damage during that entire fight after initial 2 attacks, if a third person comes in and just attacks you once, thats instantly 20% for 7 seconds and if they keep also consistently attacking you, it will also keep refreshing and last rhe entire fight.
A quick counterargument people might use - "but then people will just play slower and heal each other more" - good, the antizerg is doing its job as you are surviving longer, higher chance to escape, and more chance and time to kill and outplay them, theres no way around the fact that if they both attack you, you are stronger.
Why we are doing all these rules is to prevent zergs or anyone else from stacking this on each other. The timer and the minimum damage makes sure it will be a huge net negative to try to pull this off, you are losing offensive power, time, stamina, mana, focus, vision, getting hit by enemies too, while also damaging each other for the most part to get a buff not that game changing that will only last a few seconds and drop if you all dont literally keep attacking each other, its basically impossible to do unless you want to int for it.
It helps the outnumbered fighters every time, they will parry more, get hit more, and the fact that it's pre mitigation will make sure that even as it stacks up or you parry, the enemies keep refreshing the buff if they keep attacking, outnumbered people will naturally get hit by more people, parry more people on average. And in a 1vx its a no brainer.
It also help nerf the tactic of tunnel visioning targets in team fights, which seems to be the only tactic currently used, no in and out, no general focus, no positioning, just "look at the big guy and make him die".
This will BY NO MEANS prevent all these things from still being meta, a 30% all defense buff in a 1v4 helps greatly, but is by no means gonna make the 4 people underdogs, they will still win most the time regardless of skill but now there is a fighting chance, zergs from still being big time favorite but it gives smaller groups and solos a chance, as it currently stands zergs and people generally outnumbering you at least 2-1 kinda just instantly win and in a game with no instanced content no solo dungeons no 3v3 areas, all forced pvp and ganking builds this is horrible.
Learn from Albion, without this mechanic their game would be miserable to play in anythinf but solo dungeons and arenas for its largest playerbase, and any games largest playerbase, the solos.
Try to play devils advocate and find holes in this design, it's encouraged but please actually think it through, I will get mean if you mention something already adressed in this post.
I also will ask you to copy paste this and send it as feedback to their questionaree/in game report if you like it and want to see it in the game.
TLDR (numbers can be changed):
Add a 10% all defense buff per stack
Stack is gained per attacker that does minimum damage within a timer
Minimum damage should be pre mitigated 35 physical/20 magical (meaning an average of 10-15 physical and 10-12magical) parrying and MR counts as mitigation.
Timer should be 5-10 seconds, lets say 7.
Stacks up to 8 consistent real attackers and ends up at 80% all defense buff in that situation which is fair.
Can be changed to be lower though if we dont want solos to have a chance vs a 10 man for some odd realism reason.
Ty for reading, repost, send as feedback or tell me why you disagree.
I will not bash that mechanic for too long but in short it will either be neutral/do nothing or even buff zergs sometimes, even might nerf multihit abilities or faster combos.
It's also extremely low numbers and it scaling defense off % hp lost just giga buffs low health builds with low mitigation such as Sheevras while not doing much for Oghmirs and Thursars who wear steel and have 250-280 health who need love the most, those builds will almost never get a modifier higher than 15-20% because they wont get hit for 50% of their HP unless someone is using a maul and maul only. It lasting only 1 second is pretty short too and situational, we need something way more consistent that actually scales with numbers of attackers not just damage taken, adrenaline does the second thing and it failed completely as antizerg.
But enough of explaining why their proposed system is not the solution.
I will instead just propose an actual antizerg mechanic here and explain why it's perfect for Mortal.
Add a defense modifier based on number of consistent real attackers that must do a minumum pre mitigsted damage number (mitigation including parries and such) that stacks based on the number of attackers and drops if an individual attacker does not attack within a time.
So we will give rough number examples, here it goes in detail, numbers used are rough examples that could be changed:
10% defense against all damage buff per 35 pre mitigated (including parry) physical damage and 20 pre mitigated (including MR) magical damage stacking up to 80% all dmg defense if 8 attackers
Stack is granted per minimum treshold attack by an indvidiual attacker and drops if the same attacker has not performed a minimum treshold attack within 7 seconds.
Corrupt uniquely counts as a stack even though it does not meet the damage treshold and maybe some other status effects that are high impact.
This means if person A is shooting you with a bow for 20 through steel (which is about 50 pre mitigation) every 5 seconds and person B is attacking you with a fully charged meele every 3 seconds regardless of if you parry it or not, you have a 10% defense to all damage during that entire fight after initial 2 attacks, if a third person comes in and just attacks you once, thats instantly 20% for 7 seconds and if they keep also consistently attacking you, it will also keep refreshing and last rhe entire fight.
A quick counterargument people might use - "but then people will just play slower and heal each other more" - good, the antizerg is doing its job as you are surviving longer, higher chance to escape, and more chance and time to kill and outplay them, theres no way around the fact that if they both attack you, you are stronger.
Why we are doing all these rules is to prevent zergs or anyone else from stacking this on each other. The timer and the minimum damage makes sure it will be a huge net negative to try to pull this off, you are losing offensive power, time, stamina, mana, focus, vision, getting hit by enemies too, while also damaging each other for the most part to get a buff not that game changing that will only last a few seconds and drop if you all dont literally keep attacking each other, its basically impossible to do unless you want to int for it.
It helps the outnumbered fighters every time, they will parry more, get hit more, and the fact that it's pre mitigation will make sure that even as it stacks up or you parry, the enemies keep refreshing the buff if they keep attacking, outnumbered people will naturally get hit by more people, parry more people on average. And in a 1vx its a no brainer.
It also help nerf the tactic of tunnel visioning targets in team fights, which seems to be the only tactic currently used, no in and out, no general focus, no positioning, just "look at the big guy and make him die".
This will BY NO MEANS prevent all these things from still being meta, a 30% all defense buff in a 1v4 helps greatly, but is by no means gonna make the 4 people underdogs, they will still win most the time regardless of skill but now there is a fighting chance, zergs from still being big time favorite but it gives smaller groups and solos a chance, as it currently stands zergs and people generally outnumbering you at least 2-1 kinda just instantly win and in a game with no instanced content no solo dungeons no 3v3 areas, all forced pvp and ganking builds this is horrible.
Learn from Albion, without this mechanic their game would be miserable to play in anythinf but solo dungeons and arenas for its largest playerbase, and any games largest playerbase, the solos.
Try to play devils advocate and find holes in this design, it's encouraged but please actually think it through, I will get mean if you mention something already adressed in this post.
I also will ask you to copy paste this and send it as feedback to their questionaree/in game report if you like it and want to see it in the game.
TLDR (numbers can be changed):
Add a 10% all defense buff per stack
Stack is gained per attacker that does minimum damage within a timer
Minimum damage should be pre mitigated 35 physical/20 magical (meaning an average of 10-15 physical and 10-12magical) parrying and MR counts as mitigation.
Timer should be 5-10 seconds, lets say 7.
Stacks up to 8 consistent real attackers and ends up at 80% all defense buff in that situation which is fair.
Can be changed to be lower though if we dont want solos to have a chance vs a 10 man for some odd realism reason.
Ty for reading, repost, send as feedback or tell me why you disagree.
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