Joy_Division wrote: »Thank you for posting this.
Whirlwind Blades does not have a target cap. Typo?
This all looks pretty good, except the target cap on damaging AOEs. It would be absolutely amazing if we could have all AOE heals continue being capped, whilst removing the cap from damage skills - allowing damage to have a slight edge over healing in larger fights. AOE caps on damage skills simply do not work for the large scale combat that is cyrodiil. They completely ruin large scale fights and turn it into a numbers simulator, where the larger groups wins 99% of the time.
@ZOS_Kevin @ZOS_BrianWheeler @ZOS_RichLambert
I really like the direction vengeance is going. If you're careful about what you add in terms of cross healing, dots, and self healing i think we can have an environment that truly resembles what a lot of us miss about eso pvp - one based on skill and mechanical knowledge as opposed to builds and exploitation of broken mechanics. But please, PLEASE consider removing the target caps from damaging AOEs.
This all looks pretty good, except the target cap on damaging AOEs. It would be absolutely amazing if we could have all AOE heals continue being capped, whilst removing the cap from damage skills - allowing damage to have a slight edge over healing in larger fights. AOE caps on damage skills simply do not work for the large scale combat that is cyrodiil. They completely ruin large scale fights and turn it into a numbers simulator, where the larger groups wins 99% of the time.
@ZOS_Kevin @ZOS_BrianWheeler @ZOS_RichLambert
I really like the direction vengeance is going. If you're careful about what you add in terms of cross healing, dots, and self healing i think we can have an environment that truly resembles what a lot of us miss about eso pvp - one based on skill and mechanical knowledge as opposed to builds and exploitation of broken mechanics. But please, PLEASE consider removing the target caps from damaging AOEs.
Joy_Division wrote: »This all looks pretty good, except the target cap on damaging AOEs. It would be absolutely amazing if we could have all AOE heals continue being capped, whilst removing the cap from damage skills - allowing damage to have a slight edge over healing in larger fights. AOE caps on damage skills simply do not work for the large scale combat that is cyrodiil. They completely ruin large scale fights and turn it into a numbers simulator, where the larger groups wins 99% of the time.
@ZOS_Kevin @ZOS_BrianWheeler @ZOS_RichLambert
I really like the direction vengeance is going. If you're careful about what you add in terms of cross healing, dots, and self healing i think we can have an environment that truly resembles what a lot of us miss about eso pvp - one based on skill and mechanical knowledge as opposed to builds and exploitation of broken mechanics. But please, PLEASE consider removing the target caps from damaging AOEs.
It's very frustrating it took us years to convince ZOS of this to have them admit on ESO Live that we were correct about AOE caps, only for them to forget or ignore their own history.
acastanza_ESO wrote: »This all looks pretty good, except the target cap on damaging AOEs. It would be absolutely amazing if we could have all AOE heals continue being capped, whilst removing the cap from damage skills - allowing damage to have a slight edge over healing in larger fights. AOE caps on damage skills simply do not work for the large scale combat that is cyrodiil. They completely ruin large scale fights and turn it into a numbers simulator, where the larger groups wins 99% of the time.
@ZOS_Kevin @ZOS_BrianWheeler @ZOS_RichLambert
I really like the direction vengeance is going. If you're careful about what you add in terms of cross healing, dots, and self healing i think we can have an environment that truly resembles what a lot of us miss about eso pvp - one based on skill and mechanical knowledge as opposed to builds and exploitation of broken mechanics. But please, PLEASE consider removing the target caps from damaging AOEs.
Strong agree, but I do think that Healing skills should be a little less aggressively capped specifically with regards to group members. Grouping should feel impactful to the game, heals should be capped at 6 group members, or 3 ungrouped allies, and always prefer group members if targeted.
This all looks pretty good, except the target cap on damaging AOEs. It would be absolutely amazing if we could have all AOE heals continue being capped, whilst removing the cap from damage skills - allowing damage to have a slight edge over healing in larger fights. AOE caps on damage skills simply do not work for the large scale combat that is cyrodiil. They completely ruin large scale fights and turn it into a numbers simulator, where the larger groups wins 99% of the time.
I really like the direction vengeance is going. If you're careful about what you add in terms of cross healing, dots, and self healing i think we can have an environment that truly resembles what a lot of us miss about eso pvp - one based on skill and mechanical knowledge as opposed to builds and exploitation of broken mechanics. But please, PLEASE consider removing the target caps from damaging AOEs.
This all looks pretty good, except the target cap on damaging AOEs. It would be absolutely amazing if we could have all AOE heals continue being capped, whilst removing the cap from damage skills - allowing damage to have a slight edge over healing in larger fights. AOE caps on damage skills simply do not work for the large scale combat that is cyrodiil. They completely ruin large scale fights and turn it into a numbers simulator, where the larger groups wins 99% of the time.
I really like the direction vengeance is going. If you're careful about what you add in terms of cross healing, dots, and self healing i think we can have an environment that truly resembles what a lot of us miss about eso pvp - one based on skill and mechanical knowledge as opposed to builds and exploitation of broken mechanics. But please, PLEASE consider removing the target caps from damaging AOEs.
Just a brief follow up here. We took some of the comments around the target caps from damaging AOEs to the team. They will be continually looking at abilities throughout the tests in the future with considerations of caps as well. But currently nothing to announce at this time. Just wanted to flag that it is on the team's radar.
This all looks pretty good, except the target cap on damaging AOEs. It would be absolutely amazing if we could have all AOE heals continue being capped, whilst removing the cap from damage skills - allowing damage to have a slight edge over healing in larger fights. AOE caps on damage skills simply do not work for the large scale combat that is cyrodiil. They completely ruin large scale fights and turn it into a numbers simulator, where the larger groups wins 99% of the time.
I really like the direction vengeance is going. If you're careful about what you add in terms of cross healing, dots, and self healing i think we can have an environment that truly resembles what a lot of us miss about eso pvp - one based on skill and mechanical knowledge as opposed to builds and exploitation of broken mechanics. But please, PLEASE consider removing the target caps from damaging AOEs.
Just a brief follow up here. We took some of the comments around the target caps from damaging AOEs to the team. They will be continually looking at abilities throughout the tests in the future with considerations of caps as well. But currently nothing to announce at this time. Just wanted to flag that it is on the team's radar.
Izanagi.Xiiib16_ESO wrote: »@ZOS_Kevin when can we expect the next test to occur? I assume end of June to coincide with the campaign resets?
Also has there been progress on the Q&A?
Will the team consider additional potions /siege types for the next test?
Thanks for the update. I'd urge the team to reflect on the original removal of AOE caps from years ago, and the ESO live that @Joy_Division mentioned where the team acknowledged that they were bad for the game and needed to go. At least in regards to damage abilities, I really do not think this is something that can or should be compromised for the sake of performance if you want the environment to be successful and enjoyable long term. Heals are a different story, though.
Thanks for the update. I'd urge the team to reflect on the original removal of AOE caps from years ago, and the ESO live that @Joy_Division mentioned where the team acknowledged that they were bad for the game and needed to go. At least in regards to damage abilities, I really do not think this is something that can or should be compromised for the sake of performance if you want the environment to be successful and enjoyable long term. Heals are a different story, though.
I've passed this along. Just wanted to highlight that. But for your performance note, it depends on how much performance is impacted. There is a difference between not being performant vs. hindering performance and overall gameplay. Again, not to dismiss the comment but rather just applying some context. But that is what the tests are for. Figuring out what works and what doesn't! But totally acknowledge your position on this and sent it to the team to follow up the previous comment.
Thanks for the update. I'd urge the team to reflect on the original removal of AOE caps from years ago, and the ESO live that @Joy_Division mentioned where the team acknowledged that they were bad for the game and needed to go. At least in regards to damage abilities, I really do not think this is something that can or should be compromised for the sake of performance if you want the environment to be successful and enjoyable long term. Heals are a different story, though.
I've passed this along. Just wanted to highlight that. But for your performance note, it depends on how much performance is impacted. There is a difference between not being performant vs. hindering performance and overall gameplay. Again, not to dismiss the comment but rather just applying some context. But that is what the tests are for. Figuring out what works and what doesn't! But totally acknowledge your position on this and sent it to the team to follow up the previous comment.
Vengeance has the potential to be one of the greatest things to happen to ESO and PvP in general. I will stress that it's important to keep the line of communication this transparent and listen to players who know this side of the game inside and out. It's the only way for this to not fail. I'm hopeful that more variety will be added on top of these new additions.
It's too late for to do anything about sublcassing, but any big changes to the game similar to Vengeance needs to be done exactly like this is going. It doesn't matter if it takes longer for things to come out. This type of cycle is ensuring Vegeance is going to be released as a quality system due to early testing and feedback intake. I hope the same can be done for the overland difficulty concept.
Just knowing that you're watching, listening, pushing things on to the right teams...We have estimated timing for the test, but cannot announce anything just yet.
acastanza_ESO wrote: »New Non-Class Skills from PTS:
Assault:
Support:
2H:
1H+Shield:
Dual Wield:
(Whirlwind Target Cap Tested on NPCs)
Bow:
Destro:
(Ult Changes appearance but no tooltip changes)
Resto:
Assault:
Support:
Only briefly glanced at Sorcerer class skills but didn't notice any changes
Thanks for the update. I'd urge the team to reflect on the original removal of AOE caps from years ago, and the ESO live that @Joy_Division mentioned where the team acknowledged that they were bad for the game and needed to go. At least in regards to damage abilities, I really do not think this is something that can or should be compromised for the sake of performance if you want the environment to be successful and enjoyable long term. Heals are a different story, though.
I've passed this along. Just wanted to highlight that. But for your performance note, it depends on how much performance is impacted. There is a difference between not being performant vs. hindering performance and overall gameplay. Again, not to dismiss the comment but rather just applying some context. But that is what the tests are for. Figuring out what works and what doesn't! But totally acknowledge your position on this and sent it to the team to follow up the previous comment.
ZOS wrote:In AvA there are a lot of situations where people, when they were faced with being attacked by AOEs, instead of spreading out – which is sort of the goal of an AOE, it hits a lot of people so you all don’t want to get hit by an attack – but since it only hits 6, you actually wanted to clump up because the damage would only hit the six closest targets. So you were safer to bunch up as much as possible and …
THAT WAS ACTUALLY RESULTING IN CAUSING SOME OF THE PERFORMANCE ISSUES WE’VE BEEN SEEING
So this AOE change [meaning AOEs will now hit all targets] will both cause people to spread out and play more strategically and should help some of the latency issues that we’ve been seeing as well. This is going to be a really great change and we’re really excited to see how it goes.
Joy_Division wrote: »Hi @ZOS_Kevin
I'm glad this is being looked into by the team. Some context here I think is needed as there is some confusion, even among people like myself who dislike AOE caps.
Somehow the assumption here is that AOE caps are "performant" and they improve performance. That eliminating them would be a compromise and led to the degradation of Cyrodiil's performance.
This is not true. It isn't. This isn't my opinion. This comes straight from ESO Live from the lead combat developer. I will quote him in full:
ZOS wrote:In AvA there are a lot of situations where people, when they were faced with being attacked by AOEs, instead of spreading out – which is sort of the goal of an AOE, it hits a lot of people so you all don’t want to get hit by an attack – but since it only hits 6, you actually wanted to clump up because the damage would only hit the six closest targets. So you were safer to bunch up as much as possible and …
THAT WAS ACTUALLY RESULTING IN CAUSING SOME OF THE PERFORMANCE ISSUES WE’VE BEEN SEEING
So this AOE change [meaning AOEs will now hit all targets] will both cause people to spread out and play more strategically and should help some of the latency issues that we’ve been seeing as well. This is going to be a really great change and we’re really excited to see how it goes.
Pepegrillos wrote: »I suspect AOE caps are there not just for performance. I don't think they want 1vxers or small-groups dunking on big groups of new/bad players in this campaign, which is what uncapped aoes would facilitate.