Ok Krinaman, I see you posting against this on every single thread about AoE. Give us the benefit of your wisdom and tell us what will stop the blobs that are making my guildies and other people leave PvP/The game???
I cant wait to see 3 -4 impulse blobs defending the imperial city entrances in the sewers. So
come on tell us whats the answer?
IMO it really doesn't matter what you do, even removing caps won't stop groups from organizing and rolling over less organized groups. Which is what this discussion is really about. You could reduce them stacking right on top of each other by changing the group mechanics. I.E. allowing group members to synergize even when not near, get heals, etc. Of course that just encourages groups to form whereas now players can get group benefits just by being near other players. This would allow players to spread out more and still get the benefits but at the end of the day the easiest way to stay together is stay close.
The best course of action is really just balancing skills so stacked groups aren't so powerful. I.E. fixing the stacked barrier bug greatly reduced the advantage blobs had. Remove smart AOE heals and the benefits of stacking are greatly reduced.
You talk about people quitting over blobs but you don't consider how many will quit over uncapped AOEs. My first PvP experience in this game was watching OP DK/Vamps slaughtering people via uncapped AOEs. I just turned around and left PvP and went back to PvE till they fixed it. I honestly find it amazing that people refer to those days as the "good ole days"
Another MMO I played had 20v20 pvp with uncapped AOEs. All the mages did was stand back cast AOEs at the choke points and easily topped the leaderboard in every match by a large margin. The forums complained about it endlessly and of course people quit over it.
You worry about 3-4 impulse blobs defending the city meanwhile I worry about a stack of players with uncapped AOEs defending the city. A couple of banners and bat swarms and no one will ever get through. You won't even get the luxury of punching more holes. Even with no change it will likely be a huge oil farm requiring people to stack to get through.
Ultimately I oppose uncapped AOEs because it won't fix the problem and it will create even bigger ones.
Insurrektion wrote: »...
I've played games that had no AoE caps before. The AoE skills on each class were spammed over and over again. Then the caps were implemented, and people went through some growing pains adjusting their strategies and rotations but ultimately the pvp flourished.
Ok Krinaman, I see you posting against this on every single thread about AoE. Give us the benefit of your wisdom and tell us what will stop the blobs that are making my guildies and other people leave PvP/The game???
I cant wait to see 3 -4 impulse blobs defending the imperial city entrances in the sewers. So
come on tell us whats the answer?
IMO it really doesn't matter what you do, even removing caps won't stop groups from organizing and rolling over less organized groups. Which is what this discussion is really about. You could reduce them stacking right on top of each other by changing the group mechanics. I.E. allowing group members to synergize even when not near, get heals, etc. Of course that just encourages groups to form whereas now players can get group benefits just by being near other players. This would allow players to spread out more and still get the benefits but at the end of the day the easiest way to stay together is stay close.
The best course of action is really just balancing skills so stacked groups aren't so powerful. I.E. fixing the stacked barrier bug greatly reduced the advantage blobs had. Remove smart AOE heals and the benefits of stacking are greatly reduced.
You talk about people quitting over blobs but you don't consider how many will quit over uncapped AOEs. My first PvP experience in this game was watching OP DK/Vamps slaughtering people via uncapped AOEs. I just turned around and left PvP and went back to PvE till they fixed it. I honestly find it amazing that people refer to those days as the "good ole days"
Another MMO I played had 20v20 pvp with uncapped AOEs. All the mages did was stand back cast AOEs at the choke points and easily topped the leaderboard in every match by a large margin. The forums complained about it endlessly and of course people quit over it.
You worry about 3-4 impulse blobs defending the city meanwhile I worry about a stack of players with uncapped AOEs defending the city. A couple of banners and bat swarms and no one will ever get through. You won't even get the luxury of punching more holes. Even with no change it will likely be a huge oil farm requiring people to stack to get through.
Ultimately I oppose uncapped AOEs because it won't fix the problem and it will create even bigger ones.
Insurrektion wrote: »AoE caps are critical. Every single game developer data farms the damage output skills have. If skills are doing far more than intended, a cap is required. Without AoE caps, AoE skills would be the de-facto most powerful skills in the game bar none. Every single point of magicka and stamina would be spent on AoE skills in every single fight with 2+ enemies.
I've played games that had no AoE caps before. The AoE skills on each class were spammed over and over again. Then the caps were implemented, and people went through some growing pains adjusting their strategies and rotations but ultimately the pvp flourished.
nicholaspingasb16_ESO wrote: »So then severely reduce the damage of ALL AOE abilities and uncap. Problem solved.
Insurrektion wrote: »...
I've played games that had no AoE caps before. The AoE skills on each class were spammed over and over again. Then the caps were implemented, and people went through some growing pains adjusting their strategies and rotations but ultimately the pvp flourished.
By contrast, in ESO when AoE caps were announced it encouraged people to blob up and spam AoE.
Before AoE caps were announced it was much easier for me to find solo roaming PvP. Now it's a mass of blobbing AoE spam, and it is comparatively more difficult to find worthwhile combat as a single-target build.
ZOS_BrianWheeler wrote: »Moved this thread to Combat & Skill Lines.
ZOS_BrianWheeler wrote: »Moved this thread to Combat & Skill Lines.
funny. I don't lag in a town:( no matter how many players are in it. and I was in several good sized keep battles in the non-vet campaign yesterday, no lag on my end. there was no Impulse blobing going on at all. Now, when I go to thornblade, to where the impulse blobs are, the lag starts up.Didn't say it was like the video. Just pointing out that FPS drops occur whenever you have players around each other. The video shows a lot more people than in the typical town so not so surprisingly the FPS dropped even more.
The point being that trying to blame a single skill for the problem is just silly. Put a bunch of people near each other whether in a zergball or spread out in a keep casting skills and the game can't handle it. Removing AOE caps will do nothing to stop that unless it results in a large number of people quitting PvP.
ZOS_BrianWheeler wrote: »Moved this thread to Combat & Skill Lines.
NookyZooky wrote: »funny. I don't lag in a town:( no matter how many players are in it. and I was in several good sized keep battles in the non-vet campaign yesterday, no lag on my end. there was no Impulse blobing going on at all. Now, when I go to thornblade, to where the impulse blobs are, the lag starts up.Didn't say it was like the video. Just pointing out that FPS drops occur whenever you have players around each other. The video shows a lot more people than in the typical town so not so surprisingly the FPS dropped even more.
The point being that trying to blame a single skill for the problem is just silly. Put a bunch of people near each other whether in a zergball or spread out in a keep casting skills and the game can't handle it. Removing AOE caps will do nothing to stop that unless it results in a large number of people quitting PvP.
Insurrektion wrote: »AoE caps are critical. Every single game developer data farms the damage output skills have. If skills are doing far more than intended, a cap is required. Without AoE caps, AoE skills would be the de-facto most powerful skills in the game bar none. Every single point of magicka and stamina would be spent on AoE skills in every single fight with 2+ enemies.
I've played games that had no AoE caps before. The AoE skills on each class were spammed over and over again. Then the caps were implemented, and people went through some growing pains adjusting their strategies and rotations but ultimately the pvp flourished.
as opposed to how it is now with aoe skills being the de-facto most powerfull skills in the game bar none.
and every class spamming impulse and bats over and over again? yes that would be terrible if it turned out like that eh.
Insurrektion wrote: »Insurrektion wrote: »AoE caps are critical. Every single game developer data farms the damage output skills have. If skills are doing far more than intended, a cap is required. Without AoE caps, AoE skills would be the de-facto most powerful skills in the game bar none. Every single point of magicka and stamina would be spent on AoE skills in every single fight with 2+ enemies.
I've played games that had no AoE caps before. The AoE skills on each class were spammed over and over again. Then the caps were implemented, and people went through some growing pains adjusting their strategies and rotations but ultimately the pvp flourished.
as opposed to how it is now with aoe skills being the de-facto most powerfull skills in the game bar none.
and every class spamming impulse and bats over and over again? yes that would be terrible if it turned out like that eh.
You got me there. Now imagine it being worse. At least with AoE caps there's the possibility of balance, since without them there's no telling how much damage a skill can do. You can complain about blobs. Removing the AoE caps removes blobs because the blobs would get blown up. Then taking a tower would be near impossible and you've created more problems than you've fixed since you would have made pvp stale because it'd be all about who can spam the aoe spells the fastest.