Lord_Draevan wrote: »Without AoE caps: Vast majority of players would just spam AoE.
With AoE caps: Players just turtle together to minimise damage.
Lord_Draevan wrote: »Without AoE caps: Vast majority of players would just spam AoE.
With AoE caps: Players just turtle together to minimise damage.
Either way MMO PvP is always full of such tactics/exploits. With or without AoE caps is fine by me, people are gonna look for the cheapest way to win either way.
... before the ae caps were known, most players were neither spamming impulse in trains, nor were they zergballing.
before ae caps were known, aka ninja added with the lie of "its supposed to be like this", was during beta, when pvp in cyrodiil was good.
the rainbow trains and zerg balling are the direct result of the ae caps, which are also the cause of the massive lag which magically appeared when the caps went in. coincidence? lol
Broken logic in that post. You obviously never played DAoC where pbaoe was the highest damage type due to the fact it is a short range damage cast by a cloth caster. Now ESO kind of jacked that up here with the everyone can use every weapon bs but it is no reason to jack casters out of the only decent aoe they have access to. There is no good aoe in sorc skill lines. Any reduction to that damage would make it useless as it is already lower than your DK abilities as it is. Single target should never be double aoe by simple default, it just isn't logical as ranges need to be considered as well.Lord_Draevan wrote: »Without AoE caps: Vast majority of players would just spam AoE.
With AoE caps: Players just turtle together to minimise damage.
Remove aoe cap and balance/reduce aoe dmg to keep it in line.
Currently aoe and st are too close in dmg output to each other to make effective use from st in fights having even low numbers of ppl. As example: Impulse crit around 300, Dk Flame Whip (which is best dp st ability) hit 500-550 on crit. Not even twice more than spamable aoe (which happen to be also very cheap on magicka cost), obviously most dps players will go for Impulse as fights 1vs1 when Whip could be better option happen very rare.
Toning down aoe dmg by 20-25% from current numbers would create more balance between aoe-st. And also it would encourage more groups to play small scale (4-6 man group) on 2-3 st build dps assisting same target for fast kills instead running only 20+ man Impulse/Barrier spamming blobs.
jeradlub17_ESO wrote: »There is no good aoe in sorc skill lines. Any reduction to that damage would make it useless as it is already lower than your DK abilities as it is. Single target should never be double aoe by simple default, it just isn't logical as ranges need to be considered as well.
No AoE caps would force people to spread out, thus making AoE less effective.
The irony...
quakedawg_ESO wrote: »No AoE caps would force people to spread out, thus making AoE less effective.
The irony...
What is preventing people from spreading out now? I seriously don't understand the complaints of AOE causing such heart ache.
Regarding the PvP population, I do agree that with this game, the majority are casual PvE'ers. A good chunk are trying large scale PvP for the first time. Just a hunch from reading these forums.
quakedawg_ESO wrote: »No AoE caps would force people to spread out, thus making AoE less effective.
The irony...
What is preventing people from spreading out now? I seriously don't understand the complaints of AOE causing such heart ache.
Regarding the PvP population, I do agree that with this game, the majority are casual PvE'ers. A good chunk are trying large scale PvP for the first time. Just a hunch from reading these forums.
Shaun98ca2 wrote: »Nothing is preventing people from spreading out. The issue is being grouped up really close is actually more advantageous due to AE healing versus AE damage.
If you have clump of 100 players and 3 of you go to attack the clump theres 2 scenarios...
1. AOE with NO caps those 3 people wipe the 100 people in a quick swift blast of AOE on them and they die having had no chance cause they were clumped up.
2. AOE WITH caps you attempt to blast them MAYBE killing 6 people leaving the other 94 very capable of killing you while you had no chance to kill them.
There is arguments to having caps and no caps both which no matter how the argument ends its a lose lose situation.
Having NO AOE caps means choke points become next to impossible to get through against a well set up group.
Having Caps means you get the big blobs of people running around.
ZOS's attempt to answer the issue was siege weapons but those are just woefully underpowered after the 1st shot they spread out and your screwed anyways. But making them a 1st shot is cheap as well.
Gundorf_GA wrote: »
As has been pointed out countless times, AoE caps encourage zergs to clump because they distribute the capped number of targets. You have 40 people stacked in a blob and your opponents can only hit 6 random targets per ability
Lord_Draevan wrote: »Without AoE caps: Vast majority of players would just spam AoE.
Remove aoe cap and balance/reduce aoe dmg to keep it in line.
Currently aoe and st are too close in dmg output to each other to make effective use from st in fights having even low numbers of ppl. As example: Impulse crit around 300, Dk Flame Whip (which is best dp st ability) hit 500-550 on crit. Not even twice more than spamable aoe (which happen to be also very cheap on magicka cost), obviously most dps players will go for Impulse as fights 1vs1 when Whip could be better option happen very rare.
Toning down aoe dmg by 20-25% from current numbers would create more balance between aoe-st. And also it would encourage more groups to play small scale (4-6 man group) on 2-3 st build dps assisting same target for fast kills instead running only 20+ man Impulse/Barrier spamming blobs.