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[Idea] Skill against Bombsquads (Artificial Player Collision)

Sublime
Sublime
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So I've had a new idea for a skill against bombsquads:

It's a very similar concept to the one of Magicka Detonation but works a bit differently. The main idea is to let the game identify the formation through the amount of players and the distances between them.

To facilitate the explanation I'll cut the skill into two stages:

Stage 1:
You hit one primary target at a range of 32 meters and 5 additional secondary targets (similar to Silver Shards). At this moment the game also checks how many allies the primary target has within a range of 8 meters, let's call this number of players 'N' (including the player himself).

Stage 2:
After 1s of waiting the game checks for each target, primary or secondary, how close it is to its next ally. And deals increasing true damage the closer the nearest one is. This damage also gets multiplied by N (previous stage).

As this ability isn't supposed to trivialize PvE AoE encounter the increasing damage from stage 2 has to scale properly. Assuming that the minimum distance between two NPC's is 0.5m, I would suggest the following scaling:

Targets distance to its closest nearby ally 》 Damage before multiplier (N)
0.4m< 》1
0.4m - 0.2m 》500
<0.2m 》1000

As a result the highest possible damage in a PvE area is the number of targets within a 8m radius, which is of course completely useless and thus ensures that the skill cannot be abused.

A PvP raid on the other side that has an exceeding amount of players within close distance to each other, will be very prone to high amounts of damage that cannot be absorbed by Barrier.

As an example, if somebody gets hit by this ability with 20 allies around him, and after 1s only is 0.3m away from the closest ally, he will take 10k true damage (aka damage health/oblivion damage).

Dodging the 1s delay becomes increasingly difficult the more this ability gets used on the same raid, meaning a single use of such a skill won't obliterate an enemy group, but constant pressure on the core will force the players to spread out, or eventually kill them if they decide to stay stacked.

In the end this skill basically implements artificial player collision, while still allowing players to move through each other.

Thought's? (@ZOS_RichLambert , @ZOS_BrianWheeler )
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