ZOS_BrianWheeler wrote: »Moved this thread to Combat & Skill Lines.
I think this is more appropriate under the Alliance War section. The discussion isnt about the skills specifically more the tactic and how it affects Cyrodiil.
lolRune_Relic wrote: »Think I have a solution.
So instead of spreading the players to spread out the damge and heal...
..simply cap the max heal and max damage that can exist in each 1m2.
This is an area or cell cap.
dancing.in.the.webeb17_ESO wrote: »lolRune_Relic wrote: »Think I have a solution.
So instead of spreading the players to spread out the damge and heal...
..simply cap the max heal and max damage that can exist in each 1m2.
This is an area or cell cap.
So zergball becomes allmost immune to AoE. Great defence tactic no matter how much enemy plaers with AoE or siege weapons are on the othe side they will not do more then 10hp damage to our ball
fredthementenrb18_ESO wrote: »AOE CC spells with no cap = everybody using immovable
NerfEverything wrote: »It amazes me how many people in this thread can't grasp the concept of AoE caps encouraging Zerg balling. Remove AoE caps and the zerg balls will stop. It is very simple. Removing the cap will have no impact on the damage output of a zerg ball. It will remove the passive damage mitigation of the zerg ball. This is a no brainer. It is not difficult to understand.
ZOS_BrianWheeler wrote: »Moved this thread to Combat & Skill Lines.
I think this is more appropriate under the Alliance War section. The discussion isnt about the skills specifically more the tactic and how it affects Cyrodiil.
Friendly fire aoe & siege weapons. More tactics.
ZOS_BrianWheeler wrote: »Moved this thread to Combat & Skill Lines.
I think this is more appropriate under the Alliance War section. The discussion isnt about the skills specifically more the tactic and how it affects Cyrodiil.
He is directing the issue to the combat team. They are the ones that need to fix this *** issue apparently.
Guys will some of you actually read some of the AoE cap discussions. The cap protects the blob because only six of them are hit at a time and the heals and synergies bring those 6 back up very quickly.
With no cap the damage would hit all of the blob and they have 2 choices ...Die in a blob or spread out.
Except for if you remove the cap, the pure damage output all around said blob is going to be so high all of the time that no one can actually get in there to hit them at all.
People dont think about this part. You want to walk into a stack of 24 aoes that WILL all hit you as you go in?
It is too late to save zergbusting in this game. It has been too late for about three months. You either bring a bigger gun or you sit on the edges, because now that the playstyle is so deeply ingrained into people, it isnt going to change.
All removing the caps will do is make the ball stronger. But keep lying to yourself thinking your 12 man bust group is going to do anything beyond die instantly the moment they jump in if the caps are removed.
xsorusb14_ESO wrote: »Also saying that it'll make those groups stronger is rather silly...Because it wouldn't....Because the second they start stacking up...Someone is going to sneak in and bomb them because they don't always run around casting Impulse.
The game provides every player with the ability to deal PBAOE damage without taking any risk; so every player does use this ability because it just rocks. Now see the result...Bad thing is, Cyrodiil population is decreasing again. AoE is out of control.
Easy way to stop the aoe trend. Give all aoes a cast time that also reduces move speed while casting. Like biting jabs. Being so mobile has let it get out of hand. Take that away then aoe zergs will be crawling along
p_tsakirisb16_ESO wrote: »While I will agree most above, the whole issue resides on a single ability.
Pulsar. Replace the damn thing and it's morphs, and we will be ok.
Is too powerful for a game that we do not have any other resistance but blocking.
Because Spell Resistance is pathetic to boot since even an average magicka user like myself, has 5000 spell penetration with 2 light armour parts. (The Spell resistance cap is hard to get more than 2200).