AoE Target Cap Updates
Eric recognized the current meta of stacking in AoE and distributing damage throughout your group. This isn’t the gameplay ZOS wants, they want large groups of abilities to be vulnerable to AoE and afraid of AoE. Some important concerns to consider with increasing the AoE cap are:
Effect on Ultimate generation
Application of secondary effects (stuns, CCs)
Additional server load
Effects on PvE balance
The solution ZOS is currently considering involves healing remaining capped at 6 targets, but AoE damage being unlimited in the number of targets it can affect, but subjecting that damage to a damage falloff effect where as an AoE hits more and more targets the damage dealt to additional targets decreases by some scaled percentage.
If your group is bigger than 6 members gain 75% damage reduction.
If your group is bigger than 6 members gain 75% damage reduction.
Said that, this would justify nerfing barrier down to the same numbers. Balance is restored and game engine thanks you even more.
If your group is bigger than 6 members gain 75% damage reduction.
Being an AoE specced sorc, I really see your points.
However - not even talking about the game balance aspects, other PvP games I have done before ESO had to put AoE caps. The reason? The server needs to calculate in real time the mutual player effects of HoTs, DoTs and AoE, the more there are in the area the more exponentially intensive it becomes to keep account of all the effects. This causes a lot of server "lag" (un-responsiveness actually) which in other games really crippled PvP.
So, when (not if) AoE becomes a true "PvP doctrine" in a MMO, they usually have to cap AoE targets or face worse consequences.
Said that, this would justify nerfing barrier down to the same numbers. Balance is restored and game engine thanks you even more.
So, when (not if) AoE becomes a true "PvP doctrine" in a MMO, they usually have to cap AoE targets or face worse consequences.
Barrier is an ultimate with a 250 base cost--30 guys "chaining" it is beyond improbable. AOE caps certainly have their down (and up) sides, but a straw man argument isn't going to convince ZOS to change it.briandivisionb16_ESO wrote: »Here’s some basic math for you, Zenimax:
AOE cap = 6 targets (generally)
Barrier = 24 targets
What happens when 30 guys run in casting DPS AOE vs. 30 guys chaining Barrier?
briandivisionb16_ESO wrote: »The ‘horrible AOE cap’
We have heard big hitters such at Atropos of tamriel foundry, and many distinguished PvP guilds disagree with the AOE cap, but are we being listened to?
Just going to outline a few things here. I’m looking forward to seeing how it goes.
OK. So a small and smart tactical squad can no longer take down larger numbers, under any circumstance.
In fact – in ALL circumstances, you simply need larger numbers of AOE spammers.
Here’s some basic math for you, Zenimax:
AOE cap = 6 targets (generally)
Barrier = 24 targets
The problem that is shown here is the fact that defense outweighs offence.
What happens when 30 guys run in casting DPS AOE vs. 30 guys chaining Barrier? The DPS AOE is random. No 2 DPS AOE will hit the same 6 guys.
ZOS, because of the AOE cap, and given that defense outweighs offence, PvP is unfortunately no longer about being smart.
It is now simplified: which group has the most close range DPS spam? Which group has the higher numbers?
I hate it! I want strategy. I want people to THINK rather than hitting 2 buttons, and running with the highest numbers. Noob scrubs I could faceroll in PvP with my eyes closed are no longer killable.
Just saying – people SHOULD think to scatter when they see annoying batswarms, and nasty AOE skills.
Ultimately? We the pvpers want you to remove the AOE spam that Cyrodiil has become. Haha it’s funny, the very thing you sought to remove by adding an AOE cap has become much, much, MUCH worse.
Further reading:
http://forums.elderscrollsonline.com/discussion/88049/do-you-think-there-should-be-an-aoe-cap/p1 “Do you think there should be an AOE cap?” The vote results were [No: 87% 3374] [Yes: 12% 486]
http://tamrielfoundry.com/2014/04/eso-target-caps/ Article by Atropos designer of the biggest PvP forum. Against AOE cap.
http://tamrielfoundry.com/topic/number-of-targets-hit-by-aoe/ More
http://tamrielfoundry.com/topic/the-case-for-aoe-per-cast-target-caps/ More
http://forums.elderscrollsonline.com/discussion/88466/aoe-cap-eliminates-strategy-for-both-aoe-and-single-target VERY true.
http://forums.elderscrollsonline.com/search?Page=p1&Search=aoe+cap Need I go on? 61 pages! 90% of which are against AOE cap.
ExiledKhallisi wrote: »So being smart = spamming impulse and standard? Lol..
A small party of common trolls could sneak around and pop out of thin air and press a few buttons.
If your group is bigger than 6 members gain 75% damage reduction.
TheFalcon19 wrote: »How can people not realize what would happen without the aoe cap?
The two main reasons against the aoe cap is just not valid:
1. wrecking balls exist because of the aoe cap:
yes this is true, but thanks to the aoe cap there's a limit to their damage and their individual ultimate regen, so they usually fall against numbers and they are not that hard to wipe with a smaller group if you use a proper tactic.
Now the lack of an aoe cap would give them an even bigger reason to exist since all of their aoes would hit everyone all the time. Imagine that damage output, and the fact that their dots would tick on all enemies at once, so one elemental ring->ultimate ready->infinite ultimate. You think it's bad now? Imagine pvp where everyone in the wrecking ball group is spamming infinte batswarm.
2. no aoe cap would promote solo play and individual skill:
No it wouldn't, because you could just sneak into large groups of enemies, spam aoe and infinite ultimates and you would probably win. That's no skill, that's just stupid. I mean you people call wrecking balls 'noobs who spam 2 buttons and win', yet technically you would become a 'noob who spams two buttons and wins'. Believe me, the average pvper would hate these solo aoe spammers just as much (or even more) than they hate wrecking balls.
You might say that this is just the worst case scenario and it probably wouldn't happen, but there's one thing the players of eso have proven over and over again: if there's something to abuse they will find it and abuse it. People saw that light armor and staves=higher damage and better survivability, now almost 95% players use that.
If people saw that aoe spamming=even higher damage then now, plus instant ultimates and almost garanteed survival, almost everyone would become either part of a wrecking ball or a ganker who spams Shooting Stars on groups. So we would be back to the same problem people have with pvp now, only worse.
So yeah with the current game mechanics no aoe cap is no good.
Now, if ultimate gains were different and if all skills would increase cost by 50% on every repeated cast that would be a different story.
What really bugs me about the AoE caps is that their implementation has changed pvp from somewhat realistic siege warfare into completely unrealistic train-bombing zerg groups.
If your AoE is capped at 6 targets, this encourages large groups of players to stack on top of each other as a defense to it. If you have 30 people in a 5 meter circle, you know that only 6 of them are going to get hit by that incoming AoE attack.
Train bombing groups are no fun at all, and they turn pvp into a cheesefest - a cheap tactic that outperforms all other playstyles simply because game mechanics say so.
The AoE caps need to be removed entirely. Let one AoE spell hit 50-100 players if they're within range. This will force players to spread out, it will encourage a more realistic battlefield, and it will wind up creating more spread out, small scale fights where Melee builds stand a chance.
firstdecan wrote: »...
The cap is fine. It isn't there to prevent a smaller group from fighting a larger group. ...
firstdecan wrote: »...
The AoE cap is there to prevent large zergs from spamming it and completely decimating anything in its path.
...
The AoE cap makes it easier for a zergball to decimate anything in its path, by limiting how much damage people in the zergball take.
If your group is bigger than 6 members gain 75% damage reduction.
firstdecan wrote: »What really bugs me about the AoE caps is that their implementation has changed pvp from somewhat realistic siege warfare into completely unrealistic train-bombing zerg groups.
If your AoE is capped at 6 targets, this encourages large groups of players to stack on top of each other as a defense to it. If you have 30 people in a 5 meter circle, you know that only 6 of them are going to get hit by that incoming AoE attack.
Train bombing groups are no fun at all, and they turn pvp into a cheesefest - a cheap tactic that outperforms all other playstyles simply because game mechanics say so.
The AoE caps need to be removed entirely. Let one AoE spell hit 50-100 players if they're within range. This will force players to spread out, it will encourage a more realistic battlefield, and it will wind up creating more spread out, small scale fights where Melee builds stand a chance.
How exactly will this help mêlée builds? All it will do is encourage increased use of AoE abilities, increase the use of "stick and dress" builds, and make mêlée even less effective. No AoE cap is going to force people to spread out, you'll just see them continuing to zerg and spamming AoEs.
The cap is fine. It isn't there to prevent a smaller group from fighting a larger group. At a 6:1 ratio, 4 people can affect a fully formed raid (assuming equal distribution, which will not happen), although realistically you wouldn't want to be outnumbered more than 4 or 3 to one. The AoE cap is there to prevent large zergs from spamming it and completely decimating anything in its path.
Queue the l2p responses in 3, 2, 1......
If your group is bigger than 6 members gain 75% damage reduction.
firstdecan wrote: »What really bugs me about the AoE caps is that their implementation has changed pvp from somewhat realistic siege warfare into completely unrealistic train-bombing zerg groups.
If your AoE is capped at 6 targets, this encourages large groups of players to stack on top of each other as a defense to it. If you have 30 people in a 5 meter circle, you know that only 6 of them are going to get hit by that incoming AoE attack.
Train bombing groups are no fun at all, and they turn pvp into a cheesefest - a cheap tactic that outperforms all other playstyles simply because game mechanics say so.
The AoE caps need to be removed entirely. Let one AoE spell hit 50-100 players if they're within range. This will force players to spread out, it will encourage a more realistic battlefield, and it will wind up creating more spread out, small scale fights where Melee builds stand a chance.
How exactly will this help mêlée builds? All it will do is encourage increased use of AoE abilities, increase the use of "stick and dress" builds, and make mêlée even less effective. No AoE cap is going to force people to spread out, you'll just see them continuing to zerg and spamming AoEs.
The cap is fine. It isn't there to prevent a smaller group from fighting a larger group. At a 6:1 ratio, 4 people can affect a fully formed raid (assuming equal distribution, which will not happen), although realistically you wouldn't want to be outnumbered more than 4 or 3 to one. The AoE cap is there to prevent large zergs from spamming it and completely decimating anything in its path.
Queue the l2p responses in 3, 2, 1......
You really dont understand how this works, do you?
{snip}
firstdecan wrote: »firstdecan wrote: »What really bugs me about the AoE caps is that their implementation has changed pvp from somewhat realistic siege warfare into completely unrealistic train-bombing zerg groups.
If your AoE is capped at 6 targets, this encourages large groups of players to stack on top of each other as a defense to it. If you have 30 people in a 5 meter circle, you know that only 6 of them are going to get hit by that incoming AoE attack.
Train bombing groups are no fun at all, and they turn pvp into a cheesefest - a cheap tactic that outperforms all other playstyles simply because game mechanics say so.
The AoE caps need to be removed entirely. Let one AoE spell hit 50-100 players if they're within range. This will force players to spread out, it will encourage a more realistic battlefield, and it will wind up creating more spread out, small scale fights where Melee builds stand a chance.
How exactly will this help mêlée builds? All it will do is encourage increased use of AoE abilities, increase the use of "stick and dress" builds, and make mêlée even less effective. No AoE cap is going to force people to spread out, you'll just see them continuing to zerg and spamming AoEs.
The cap is fine. It isn't there to prevent a smaller group from fighting a larger group. At a 6:1 ratio, 4 people can affect a fully formed raid (assuming equal distribution, which will not happen), although realistically you wouldn't want to be outnumbered more than 4 or 3 to one. The AoE cap is there to prevent large zergs from spamming it and completely decimating anything in its path.
Queue the l2p responses in 3, 2, 1......
You really dont understand how this works, do you?
{snip}
I understand that mechanic. You want the ability that vamps used to have where a single player could walk into a crowd of enemies, spam one or two abilities with impunity and call it 'skills' or 'strategy.' You have very verbosely explained one consequence of the AoE cap, and due to a myopic preconception completely failed to understand any other ramification of the mechanic. What one player or a small number of players can do, a large number of players can do with much greater effect. If you don't think stacking 20 unlimited AoEs is more effective than stacking 2 or 3 unlimited AoEs, you should start having someone else balance your checkbook.
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