Korah_Eaglecry wrote: »OtarTheMad wrote: »Definitely agree with what you guys said about PVP. Fengrush at 59 minutes summed it up.
I mainly PVP, you could call me a casual if you want... I am not going to care but when I am trying to defend a keep or in IC sewers and we have 30+ PvEers just zerging through casting barriers and purging everything under the sun it becomes discouraging. I remember having 4-6 oils dropping on this group that was sieging a front door and it did absolutely nothing... it was like I was dropping water to get them all wet.
I fought most of you guys as AD, Fengrush often times comes into Haderus sewers and it's fun. I hate it when AD PvEers run away, lol, so frustrating. @Fengrush, not sure if you remember but we had a pretty fun fight on my NB yesterday I believe or Friday night (Mithllon Vules) and you died from the banner guard agro I dragged with me. Then you killed me later, lol, fun fights. My skills are rusty because of the lack of good small combat but it's always fun.
Hopefully ZOS listens to you guys and this game can go on for a long time.
Im sorry but blaming other players obviously PvPing on PvEers (who detest PvP) for zerg balls is exactly why you should probably go play another game.
Zergs is how PvP in this game works. IC might have been meant to be a smaller enviroment. But it doesnt prevent the group sizes...So if ZOS intended smaller PvP. They should of just went with 4v4 Arenas.
But I still cant stop laughing at how terrible at PvP you are for you to blame zerging on PvEers...How absolutely bad you must be.
briandivisionb16_ESO wrote: »
briandivisionb16_ESO wrote: »
Remove the AOE cap and each proxdet from that 12-16man will hit every single person within range for full damage.
Do you not understand how this is a very bad thing? Right now the larger groups are able to win via sheer numbers because they mitigate some of the damage. Take away that mitigation and it actually benefits the paintrains the most. No one but another paintrain would be able to counter them.
usmcjdking wrote: »Cyrodiil is comprised mostly of casuals. Dudes who wear green & blue armor and probably don't even know what a weapon enchantment is.
Darnathian wrote: »SleepyTroll wrote: »Fengrush, I agree that zerg busting should be a thing. A 5-10 man group should have a reasonable chance of getting kills, in some cases many kills on much larger groups.
I have started leaning towards the removal but I have a major reservation.
Imagine a non aoe capped Haxus, Vehemence, GoS, KHole or a similar sub-raid sized coordinated group. a 12-16 man solid group that can already bust a 40+ man zergball. Now remove the AoE caps. What have you just created? You literally just made a high damage small-medium man bomb group completely unbeatable, and at the same time even if those groups meet up vs each other, its a damage war, whoever has the most DPS would then win every fight. Forget healing and movement, boom boom kapow.
There are only two guilds in the game right now that on even numbers footing even gives GoS a challenge (and no I am not claiming we are the best, I am simply stating the current state of the game for us) and that is VE (DC) and Rage(AD). This is generally speaking of course, and there are other smaller groups and conglomerates like Khole and Tertiary Meat that if they had up to 15-20 guys probably would be able to take us on fairly well.
My point in this is that besides those named, the only time we ever lose a fight, is when we are outnumbered 2 or 3 to 1 or even more. But we SHOULD lose those fights, or at least barely eke out a win via superior strategy and movement.
If you removed AoE caps, those 50-60 man zergballs that are REQUIRED to beat us, would be completely useless. What you would see is basically the top six or seven 12-20 man organized groups basically rendering the entire rest of the population null and just slamming each other with as much damage as they can stack.
Now imagine your four man squad running into one of those 16 man high DPS groups. You might think four people would bust them, but the reality is youre going to be running 4 equal footing into 16 equal footing in a game where burst DPS has been nerfed so hard for PvP that youre basically ensuring the death of smallman. Its already in a bad enough state. This potentially makes it actually worse, considering the truly organized groups already out there.
The real issue in this game is how damage stacking benefits by force multiplication. Why have one prox det when you can have 10 all at once. Nothing will survive that. Only takes 10. Thats not a very large group.
Your second to last paragraph doesn't make any sense at all. Here's why: right now 4 people vs 16, the 4 people hit 6 of the 16 for full damage and the rest at 50%. The 16 hit the 4 for full damage. If cap was removed then the 4 and 16 would all get hit for full damage.... So how again does the removal of AOE caps make it worse for the 4 group?
Why cater to 4 customers instead of catering to 24 customers that came to this game for large scale PVP and not elitists?
briandivisionb16_ESO wrote: »
Remove the AOE cap and each proxdet from that 12-16man will hit every single person within range for full damage.
Do you not understand how this is a very bad thing? Right now the larger groups are able to win via sheer numbers because they mitigate some of the damage. Take away that mitigation and it actually benefits the paintrains the most. No one but another paintrain would be able to counter them.
Darnathian wrote: »Why cater to 4 customers instead of catering to 24 customers that came to this game for large scale PVP and not elitists?
briandivisionb16_ESO wrote: »
Remove the AOE cap and each proxdet from that 12-16man will hit every single person within range for full damage.
Do you not understand how this is a very bad thing? Right now the larger groups are able to win via sheer numbers because they mitigate some of the damage. Take away that mitigation and it actually benefits the paintrains the most. No one but another paintrain would be able to counter them.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Fully agree that healing should be harder and require positioning rather than just spamming breath of life.
Fully agree that aoe caps need work. I believe ZOS originally said full removal would impede performance, though I'm not sure if that still holds true given that they're now doing calcs to halve and quarter damage after the initial 6 people are hit.
Fully agree the 50% damage mitigation is just bonkers, and indicative of awful combat design. If you need to mitigate the damage that much in pvp, your original numbers were wrong to begin with.
Fully disagree with the underlying tone that the pvp mechanics should be catered to a 4 man sized group. GW2 had 4-man spvp instances, but it also had full wvw because that's where large-scale fighting with large-scale groups is supposed to occur. Cyrodiil is supposed to be large groups fighting each other, not a bunch of small mans. I certainly appreciate the lack of an arena where solo or small groups can fight each other - I'd love for that to be added. For regular Cyrodiil though, a 4-man squad should not be able to take a keep. Period.
The game should reward the group that can take ~20 people and coordinate. There are too many youtube egos who bemoan pvp groups that aren't even at the full group size the game allows and yet have never tried to coordinate that many. It's no easy task. I can promise you it's harder than running solo, and harder than running a 4 man. To clarify, this does not mean I'm advocating the size of the blue group on Azuras, the gigantic yellow blobs on TF on sunday/tuesday/thursday, or the red zerg for that matter. But the mechanics of Cyrodiil should indeed favor groups - just trying to coordinate enough people to be on at the same time can be difficult. I'd like to see some of the youtube egos actually lead a 20 man group in Cyrodiil during prime-time against a veteran pvp guild. I've solo wiped a group of 10 trying to take a keep before, but that should be the exception, not the norm. /soapboxrant.
You are completely wrong running solo and in a small man is much more difficult than running with a full raid, I've done all three. There is no need to reward people for stacking with 20+ and spamming aoe's and rolling over people because it requires little risk. Sure the raid leader needs to be somewhat aware of what is happening and also know what he/she is doing but still it doesn't compare to leading a small group without having 5+ healers spamming heals and everyone using barrier. People in the group literally don't need to have any skill, just stack their weapon/spell damage and the healers heal, spam 3 abilities and know how to hug the leaders butt. Also, large groups already have the numbers so they can easily wipe the small groups if they know what they are doing, what he wants is for small groups to have a chance at wiping larger numbers which is very difficult because of these aoe caps and the way healing is. Even if a group of 10 can wipe 50 that is completely fine if they are a very solid group, the 50 already have them outnumbered but if they are bad then they should wipe.
twistedmonk wrote: »I understand these guys have a very specific personal agenda. Also realize that they only represent less than 1% of the player base.
Part of the limitations of PvP in this game is the technology. Their game engine just can't handle a big zone like Cyodiil. So the developers made compromises.
The alternative solution I think is just to give these guys their structured PvP arenas and let them fight each other. Look at many other past and present MMOs - WoW, GW2, Skyforge, Neverwinter, Warhammer Online - they all have a small group PvP Arena. Even this game had one in beta until they took it out for whatever reason. Or heck , look at any FPS - they are all the same.
The other alternative is I invite these guys to find a game that has what they are looking for instead of trying to make something that isn't. Maybe time for them to move on and play something else.
Fengrush, I agree that zerg busting should be a thing. A 5-10 man group should have a reasonable chance of getting kills, in some cases many kills on much larger groups.
I have started leaning towards the removal but I have a major reservation.
Imagine a non aoe capped Haxus, Vehemence, GoS, KHole or a similar sub-raid sized coordinated group. a 12-16 man solid group that can already bust a 40+ man zergball. Now remove the AoE caps. What have you just created? You literally just made a high damage small-medium man bomb group completely unbeatable, and at the same time even if those groups meet up vs each other, its a damage war, whoever has the most DPS would then win every fight. Forget healing and movement, boom boom kapow.
There are only two guilds in the game right now that on even numbers footing even gives GoS a challenge (and no I am not claiming we are the best, I am simply stating the current state of the game for us) and that is VE (DC) and Rage(AD). This is generally speaking of course, and there are other smaller groups and conglomerates like Khole and Tertiary Meat that if they had up to 15-20 guys probably would be able to take us on fairly well.
My point in this is that besides those named, the only time we ever lose a fight, is when we are outnumbered 2 or 3 to 1 or even more. But we SHOULD lose those fights, or at least barely eke out a win via superior strategy and movement.
If you removed AoE caps, those 50-60 man zergballs that are REQUIRED to beat us, would be completely useless. What you would see is basically the top six or seven 12-20 man organized groups basically rendering the entire rest of the population null and just slamming each other with as much damage as they can stack.
Now imagine your four man squad running into one of those 16 man high DPS groups. You might think four people would bust them, but the reality is youre going to be running 4 equal footing into 16 equal footing in a game where burst DPS has been nerfed so hard for PvP that youre basically ensuring the death of smallman. Its already in a bad enough state. This potentially makes it actually worse, considering the truly organized groups already out there.
The real issue in this game is how damage stacking benefits by force multiplication. Why have one prox det when you can have 10 all at once. Nothing will survive that. Only takes 10. Thats not a very large group.
r.jan_emailb16_ESO wrote: »I think that the legendary 4-man should not be able to take out every other group per se. They should be able to do so, if the others have no clue at all. But regardless if the 4 (or 8 or whatever) engage the bigger group with a lot of damage, people should drop. There should be no safety in numbers just because of the numbers. I'm okay when their mates react and heal them, that's how it should work. But just standing there and being protected because there are six others also just standing there, no.
houimetub17_ESO wrote: »you guys do realize that if you remove aoe caps, zergs of 40+ players' aoe will be un capped too.
now imagine half of them running steel tornado hitting for lets say 4000 each with no cap to aoe.
80k dmg to everyone a pop. It would take only 5 of them to hit the buttin all at once to one shot most people. ( remember someone multiboxing multiple sorcs spamming impulse)
With uncapped healing for aoes like Combat prayer, which means it takes less healers to sustain those raids.
The main thing that would help small groups in those situations would be aoe CC being uncapped and the use of it at the right moment but then again it could backfire as zergs can also use this.
Now i'm not saying i'm against aoe caps removal, but then again I lean more towards a gradual change into it so we fond the softspot.
I think for now a good solution might be to remove aoe caps on ground aoe ults like Negate, Nova, DK standard to begin with. Then expand from there.
The removal of dynamic ulti generation was the absolutely worst decision they have made since launch both in terms of PVP and PVE. It was obvious since the "lowering the inequality" speech a year ago and it still obvious now..For me it was the thing that marked the end of ESO as a game and the beginning of ESO as a comedy show.
GreenSoup2HoT wrote: »I would much rather all abilities have a AOE cap including Barrier and Purge. This way there is no 450k shield damage a small group has to burn through.
(different story on console. bigger player base of 1vX/casual player's. Very rarely do you see coordinated large group's who pop ult's like barrier/ Templar heal's and stack crown. )
After hearing Fengrush discuss this more with me on his stream, his reasoning is good. I wouldn't be opposed to removing the AoE cap or my suggestion.
usmcjdking wrote: »Cyrodiil is comprised mostly of casuals. Dudes who wear green & blue armor and probably don't even know what a weapon enchantment is. These "AoE caps" and "smart healing" are not catering to casuals anymore than they are catering to the elite. The casuals just prefer to use these mechanics to their advantage whilst the elite whine and moan about how they don't benefit from it because they choose not to utilize them.
briandivisionb16_ESO wrote: »
Remove the AOE cap and each proxdet from that 12-16man will hit every single person within range for full damage.
Do you not understand how this is a very bad thing? Right now the larger groups are able to win via sheer numbers because they mitigate some of the damage. Take away that mitigation and it actually benefits the paintrains the most. No one but another paintrain would be able to counter them.
twistedmonk wrote: »I understand these guys have a very specific personal agenda. Also realize that they only represent less than 1% of the player base.
Part of the limitations of PvP in this game is the technology. Their game engine just can't handle a big zone like Cyodiil. So the developers made compromises.
The alternative solution I think is just to give these guys their structured PvP arenas and let them fight each other. Look at many other past and present MMOs - WoW, GW2, Skyforge, Neverwinter, Warhammer Online - they all have a small group PvP Arena. Even this game had one in beta until they took it out for whatever reason. Or heck , look at any FPS - they are all the same.
The other alternative is I invite these guys to find a game that has what they are looking for instead of trying to make something that isn't. Maybe time for them to move on and play something else.
https://www.youtube.com/watch?v=irbdQQjVX3o&feature=player_embeddedtwistedmonk wrote: »I don't support their ideas...they just want to be able to take 4 people and kill 20+...no thanks.
Like I said, they have their own personal agenda which is not in the best interest of the overall game and playerbase. I respect their opinions, but they have a limited perspective and not looking at the big picture.
Didn't we already have uncapped AOE...do you realize what happens when an organized guild group gets uncapped AoE? take that 4-man team and make it 10-20 running barriers/purge, support builds, etc...they are unstoppable.
This game PvP is not balanced and fair....level, classes, gear, builds, champion points all combine to make pvp unfair.
These guys all want to 1vX = and that is only successful against what they call "bad" players - ie people that have inferior gear/builds/classes/levels/experience. sorry 1vX was never a good thing for the game and shouldn't be encouraged.
You do realize that people in groups are running group/support builds right? so yeah, when you catch a guy alone running a support build vs a person running a specific pvp solo build = yeah of course you are going to have a huge advantage. that's what these guys are counting on...
put in a pvp arena and be done with it....
cyrodiil is large scale battles...What cyrodiil needs is more team-based objectives like a MOBA and make it more group friendly and team oriented. how about a commander icon like GW2 that helps solo players go to the action, taking keeps/resources gets old...its a huge zone...add more pvp-focused content...capture tower X and boss spawns, add more guild-oriented content - claim a keep and you get guild perks - being able to port to it anytime, crafting stations that you can make unique pvp items, etc.
but...to change the game to support a very vocal minority who want to 1vX or "zerg" bust because they think people that group with others in a MMO are skill-less/talent-less and all deserve to die for zerging, ie grouping/socializing. have you seen the coordination/patience it takes to lead a group of players in a MMO? not many can do it.
no to their ideas...that's the wrong direction to take this game.
Like @Zheg said...you need to think this through.
OtarTheMad wrote: »The problem may lie with some guilds that are unwilling to invite an unknown person into their organized group. At least that may be some of the problem. So all of these pugs just group with one another with little knowledge of how to successfully defend or take a keep but with numbers they can just rush it. That is just a guess from months of looking at zone chat and seeing "lfg" over and over and over until usually the person starts their own group and then you see a ton of ungrouped players joining.
If people are willing to open up their guilds, invite some of these new players and teach them how to PvP maybe we will have a better experience.
While uncapped AOE's might open up a new can of worms with the more experienced guilds out therr like Haxus and VE and Decibel (still around?) etc. It may be worth a try, maybe in one of the campaigns make it uncapped and test it. It's not going to hurt anything to test it out, maybe even on PTS and invite these guilds in to try it out and see if it's something to go forward with. Heck, it doesn't even have to be on every campaign. Maybe make campaigns more unique, like one has a very low CP cap (as mentioned by someone in the Twitch stream), one has uncapped AOE's, another has keeps with more guards and real tough generals (think of banner bosses in terms of difficulty) you have to defeat to get a keep/resource (making it a tough campaign, even add guards back at the scroll gates and on the way up to the temple) etc. Spice up PvP.
The problem is that a lot of defenses don't stand a chance, or at least have little chance. For example, the other day on Haderus blues were making a huge push, which was fun to defend against, however at one point we had 5-6 oils dumping on them (they were sieging the inner front door) and it did nothing. "Back in the day" if you sieged the front and got that many oils dumped on you, you were probably going to die and your group would need to back off, adjust and rethink strategy because purge only did so much. Now however people can just stand under the oil and a dedicated purger or a Templar will keep them alive pretty much guaranteed. I think that this has led some players to just letting keeps fall and just taking them back later, not much of a PvP experience.
I prefer PvP in this game and want to see it go on.
To avoid conflicts of interest and tooting our own horn, you're telling me that people in haxus, GoS, and the long-lost Deci weren't skilled? Have you ever even caught one of them alone or with just a few others? What's that? You don't remember because they beat you so badly you've blocked out the memory of the encounter? Well, I'll take some pity on you then.
If your group is bigger than 6 gain 50% damage reduction.
If your group is bigger than 6 members gain 75% damage reduction.
briandivisionb16_ESO wrote: »
Remove the AOE cap and each proxdet from that 12-16man will hit every single person within range for full damage.
Do you not understand how this is a very bad thing? Right now the larger groups are able to win via sheer numbers because they mitigate some of the damage. Take away that mitigation and it actually benefits the paintrains the most. No one but another paintrain would be able to counter them.
Maybe they should not clump up together and take all the damage together?... that's a player skill issue not an ability OP issue... they should be penalised to ALL taking damage from 1 skill if they are that close to 1 skill... that's how MMOs have worked for bloody 15 years.
sure maybe some skills like proxy don't need the increase any more... but with the damage cap it wasn't doing much before anyway.Darnathian wrote: »Why cater to 4 customers instead of catering to 24 customers that came to this game for large scale PVP and not elitists?
You would get a game like Call of Duty then which skill doesn't mean anyway (no incentive to get better or change a bad play style). That's just bad game design in general.
You want a game like Counter Strike where skilled people can exceed but lower people skill in skill can still progress/have fun as well.
OtarTheMad wrote: »The problem may lie with some guilds that are unwilling to invite an unknown person into their organized group. At least that may be some of the problem. So all of these pugs just group with one another with little knowledge of how to successfully defend or take a keep but with numbers they can just rush it. That is just a guess from months of looking at zone chat and seeing "lfg" over and over and over until usually the person starts their own group and then you see a ton of ungrouped players joining.
If people are willing to open up their guilds, invite some of these new players and teach them how to PvP maybe we will have a better experience.
While uncapped AOE's might open up a new can of worms with the more experienced guilds out therr like Haxus and VE and Decibel (still around?) etc. It may be worth a try, maybe in one of the campaigns make it uncapped and test it. It's not going to hurt anything to test it out, maybe even on PTS and invite these guilds in to try it out and see if it's something to go forward with. Heck, it doesn't even have to be on every campaign. Maybe make campaigns more unique, like one has a very low CP cap (as mentioned by someone in the Twitch stream), one has uncapped AOE's, another has keeps with more guards and real tough generals (think of banner bosses in terms of difficulty) you have to defeat to get a keep/resource (making it a tough campaign, even add guards back at the scroll gates and on the way up to the temple) etc. Spice up PvP.
The problem is that a lot of defenses don't stand a chance, or at least have little chance. For example, the other day on Haderus blues were making a huge push, which was fun to defend against, however at one point we had 5-6 oils dumping on them (they were sieging the inner front door) and it did nothing. "Back in the day" if you sieged the front and got that many oils dumped on you, you were probably going to die and your group would need to back off, adjust and rethink strategy because purge only did so much. Now however people can just stand under the oil and a dedicated purger or a Templar will keep them alive pretty much guaranteed. I think that this has led some players to just letting keeps fall and just taking them back later, not much of a PvP experience.
I prefer PvP in this game and want to see it go on.
@FENGRUSH
Do you think removing the AoE cap will make it possible for a handful of average players with moderate coordination to beat a zerg?
twistedmonk wrote: »