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You're losing Subs to Impulse.

  • Spangla
    Spangla
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    Astien wrote: »
    Remove it. Mitigate the damage now or watch the game fall.

    The pulse spam group of EP is trashing your game while you sit idly by.

    AD started the impulse lag train of gayness - then dc followed, could name the groups but im not allowed.

    EP had no choice but to respond to it.

  • Yolokin_Swagonborn
    Yolokin_Swagonborn
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    Spangla wrote: »
    Astien wrote: »
    Remove it. Mitigate the damage now or watch the game fall.

    The pulse spam group of EP is trashing your game while you sit idly by.

    AD started the impulse lag train of gayness - then dc followed, could name the groups but im not allowed.

    EP had no choice but to respond to it.

    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?
    Edited by Yolokin_Swagonborn on 11 December 2014 11:20
  • Spangla
    Spangla
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    I was talking about eu Thorn - Have no idea what happened on your side of the pond....
  • dylanjaygrobbelaarb16_ESO
    dylanjaygrobbelaarb16_ESO
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    Already nerfed. Get that arrow in the knee removed and get back in the game.
  • Cody
    Cody
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    Like the blocking issu;its notbout a particular ability; its more about the general mechanics.

    Your problem is with impulse blobs, not impulse. If someone tries to impulse you to death in a 1v1, theeir damage will be absolutly pitifull. If a small group of people try to fight another small group of people by impulsepamming, the impulse spammers will be slaughtered. I'v seen it happen over and over and over and over and over again.

    Its when people get into the huge blobs and cause horrendus lag due to the servers not being able to handle it, is when it becomes a problem.
  • Chrlynsch
    Chrlynsch
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    Spangla wrote: »
    Astien wrote: »
    Remove it. Mitigate the damage now or watch the game fall.

    The pulse spam group of EP is trashing your game while you sit idly by.

    AD started the impulse lag train of gayness - then dc followed, could name the groups but im not allowed.

    EP had no choice but to respond to it.

    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?

    You're tracking that a large organized AD stacking spamming guild switched over to EP right?

    Real issue... make all aoes blockable or not blockable.
    Edited by Chrlynsch on 14 December 2014 16:51
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • Faugaun
    Faugaun
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    Sylvyr wrote: »
    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"


    So perhaps uncapped damage aoe, but buff healing and cap healing aoe to 6 targets.....if the zerg ball is undesirable.

    For what its worth as a healer very infrequently (base sieges only and then only about 20%) do I see opportunities where my healing aoes are hitting more than 4-5 target that are hurt. So perhaps completely uncapping all aoe is not terribly bad...but it would make healers much more valuable....possibly to the point of "the team with the most healers always wins.. ." but this has always been true soooo....

    I am a fan of aoe should be aoe...its easy enough to avoid (usually, especially if everyone runs different directions) why cap something if you stand in fire you deserve to take damage.
  • Germtrocity
    Germtrocity
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    HeX7 wrote: »
    This guy was just trying to knock out the 500 LOL badge in one post.

    Nooo, he brought up a very good point and supported it well. /sarcasm
  • Astien
    Astien
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    HeX7 wrote: »
    This guy was just trying to knock out the 500 LOL badge in one post.

    Nooo, he brought up a very good point and supported it well. /sarcasm

    WOAH, CALM DOWN PULSE MONKEY TRYHARD DIGGING DEEP IN THE FORUM.

    /NOT SARCASM

    Edited by Astien on 10 January 2015 00:18
  • Germtrocity
    Germtrocity
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    Astien wrote: »
    HeX7 wrote: »
    This guy was just trying to knock out the 500 LOL badge in one post.

    Nooo, he brought up a very good point and supported it well. /sarcasm

    WOAH, CALM DOWN PULSE MONKEY TRYHARD DIGGING DEEP IN THE FORUM.

    /NOT SARCASM

    Someone is a bit touchy
  • MissBizz
    MissBizz
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    Up to 89 lol's eh? He's grinding/farming lol's! He needs to be nerfed!

    Hah. Sorry guys. Just had to.

    [Edit] my tablet and I often fight over spelling.
    Edited by MissBizz on 10 January 2015 02:51
    Lone Wolf HelpFor the solo players who know, sometimes you just need a hand.PC | NA | AD-DC-EP | Discord
  • Tarkit
    Tarkit
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    No
  • Digiman
    Digiman
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    It would be interesting to see if they do nerf it. Sorcerer with Destruction staff is laughable and apparently their class abilities lack instant damage, where only lightweaving is used to help boost DPS.
  • nikolaj.lemcheb16_ESO
    nikolaj.lemcheb16_ESO
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    I think that the devs agreed with the op when you look at the changes in 1.6. Furst all AoE abilities become blockable. Second there will no longer be an AoE caps so there will be no protection from hiding in a close cluster. Third they implement a couple of anti blop abilities in the assault line.

    So it is clear they understood that there were a big problem with blop groups destroying the fun of pvp and stressing the servers to breaking point.

    Where the op is wrong is to single out impulse. It is a whole plethora of spammed abilities that cause the damage to the system, and it is zos's fault that it is possible not the players fault for using it (even though they really are annoying).
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