No one likes them on either side, and the only way that seems to work is to just outnumber a 40 man/angry mob and weather the storm of lag.
I can understand minor 5-10 v 5-10 skirmishes out in the world or even like 20 v 20s during the incursions, but when one side calls in a 40 man (usually the Alliance in a per capita sort of sense) that’s when things get annoying.
As of now, I can think of two solutions off the top of my head.
Solution 1: Put a population cap/equalizer on shards so no one side can outnumber the other by more than X players. If players try to mass join into one shard in one raid group scatter the incoming players across 20 shards. It prevents massive outnumbering for both factions because most shards will have relatively equal populations of Horde and Alliance. If a fight breaks out or one side forms a massive raid group, there will be enough people on the other faction in the shard to pull together a defensive with relatively equal numbers.
I.E. If there are 50 Horde on a shard, there won’t be less than 40-45 Alliance. Likewise, if there are 40 horde on a shard, there won’t be more than 45-50 Alliance. And there suddenly won’t be 20+ more people of one faction in one shard unless there are suddenly 20+ more people of the other faction suddenly appearing in the shard.
This solution just prevents people from summoning a massive raid group out of nowhere and is the less annoying of the two solutions i can think of. It doesn’t solve FP or WQ camping. However, it curbs the outright dominance of one faction on one shard just due to sheer numbers.
Solution 2: Give an underrepresented spec/class a PvP talent or hard gated Azerite Trait designed to hard counter/shut down big raid groups or introduce a useable item in the game like that. Something along the lines of an ability or item that scales exponentially higher per player target hit. So if it hits 10-15 people maybe it’ll chunk them to 80%, but if it hits 25+ they’re all gonna die.
Arguably the worse of the two solutions I can think of because a nuclear deterrent is hardly the best thing to have, but there is upside of potentially growing the population of an underrepresented spec and shutting down 40+ man trains of people running around and giving a hard counter to swarm mentality.
Solution 3: A mix of solutions 1 and 2. Put the nuclear deterrent in as a short term “fix” to the issue while dev teams work out the phasing/sharding for solution 1. After the phasing/sharding system is complete put it into the game, but keep the nuclear deterrent in until you can see that the phasing/sharding system works. Once there is substantial evidence that the new phasing/sharding system works, remove the nuclear deterrent.
Would love to hear people’s opinions on the matter and see what they can think of to solve the riddle of 40 mans/swarm mentality.