Yolokin_Swagonborn wrote: »
That is not what happened at all and you know it
We all know why this tactic "suddenly" became associated with EP (at least on NA thornblade). No need to come up with a fanciful narrative. EP used to be fun to fight because they would actually use single target abilities unlike monkey spamming, lagbombing, maintenance capping AD.
The greater issue is it is just not fun to fight. Can batpulse be countered? Of course. Is it a L2P issue? Sort of.
The problem is "learning to play" against healing springs lag bombing spam monkeys is not enjoyable AvA.
It's probably a blast for the spammers but it reduces everyone elses frames to 15 and makes us have use even more AOE spam to counter it.
Huge trains running around Cyro and whoever spams more wins? No more single target builds except for snipe spam and anything that can outrange the batpulsers? Is that really what you want this game reduced to?
The zerg balls are a product of AoE caps. Ironically enough, the best way to get rid of a zerg ball would be with using uncapped AoE on them.
Either that or remove AoEs across the board. That'd be hilarious.
It's how ZOS has implemented them that's all borked. AoEs by classic design are situational. Single target usually means more powerful against a single target and AoEs are more powerful against multi-targets. You wouldn't use an AoE against a single target because usually they don't do as much comparative damage as a single target with the same cost would. But when used against multiple targets they individually take less damage but overall you are producing more overall damage due to the multiplier of targets.
You could use single target against multiple targets but it will take you longer to kill them all going from target to target.
It's the classic design and quite simple really. Depends on the situation.
If AoEs weren't capped your AoE would be doing tremendous overall damage against 40 targets as opposed to 6. Would make zerg balls an excellent target.
But with the cap in place zerg balls have a huge advantage and the larger the zerg the exponentially greater that advantage is.
Let's do some basic analysis:
-assume 2 groups all are within AoE range of each other
40 people in zerg can hit 40x6=240 target equivalent but if they go against 6 player group they are hitting the 6 of them 40 times.
6 people in smaller zerg can hit 6x6=36 target equivalent - against the 40 man zerg thats hitting like each of them once with 4 people untouched... roughly
Take away the cap:
40 people in zerg vs 6 person group, 40x6=240 target equivalent..same as above.
6 man group vs 40 zerg = 240 target equivalent.
Yes, the larger group will likely have more healers and do way more DPS over a small group and likely kill them because of healing mitigation but it does bring the gap a LOT closer.
Without caps you'de be more likely to see multiple smaller groups eating up larger zergs for dinner.
The current zergball tactic is not an exploit, it's the way ZOS designed it albeit a poor not very well thought out implementation.
It's not an exploit to lag the servers either. The tactic has always been there and used you used to be able to spam AoEs like mad with no problems. Something ZOS has implemented, or some bloated DB or code has made this an issue over time. Perhaps its the AoE cap that has to compute limited targets that gums it up, maybe it's the lighting "enhancements", maybe even the sound "overhaul"