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Combat Team: AoE caps are causing desubs. What is going to be done?

c0rp
c0rp
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Pretty much the title. I would like to hear SOMETHING from someone that works on this mystery "combat team" which has been apparently assigned the task of "aoe caps and blobbing". Is anybody home?
Force weapon swap to have priority over EVERYTHING. Close enough.
Make stamina builds even with magicka builds.
Disable abilities while holding block.
Give us a REASON to do dungeons more than once.
Remove PVP AoE CAP. It is ruining Cyrodiil.
Fix/Remove Forward Camps. They are ruining Cyrodiil.
Impenetrability needs to REDUCE CRIT DAMAGE. Not negate entire builds.
Werewolf is not equal to Vamps/Bats.
  • frosth.darkomenb16_ESO
    frosth.darkomenb16_ESO
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  • Cody
    Cody
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    for me, its the impulse blobs, and the fact my cloak has not worked since launch, that will get me to unsub. hopefully its fixed soon
  • rashkosh127ub17_ESO
    Zerging is not a skilled tactic. Sitting in a doorway and spamming impulse isn't either.
  • Kego
    Kego
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    Sounds good but with the removed AOE Cap, I hope EVERY AOE get at least a casttime of 1.5 - 2 seconds.
  • michael_bimson
    michael_bimson
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    Limited friendly fire in Cyrodiil for "blanket" AOE attacks e.g. Impulse as it is an indiscriminate explosion of flame or whirlwind (stabbing without looking) as opposed to a targeted AoE such as Sap Essence where an ability to differentiate between friend and foe is implied by the description.
  • ArcVelarian
    ArcVelarian
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    Severe diminishing returns would be necessary for all AoEs, not just Impulse, if they were to remove the target cap.
    Murphy's Law of PvP : If it can be abused and or exploited, it will be abused and or exploited.
  • wafant412b14a_ESO
    wafant412b14a_ESO
    Soul Shriven
    Friendly fire will ensure griefing occurs throughout the playable world unless its designated for the pvp zone only. Even then no place would be safe.

    Better fix would be radius damage reduction. IE closer to center the more damage you take
    Edited by wafant412b14a_ESO on 5 September 2014 17:48
  • Xsorus
    Xsorus
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    Severe diminishing returns would be necessary for all AoEs, not just Impulse, if they were to remove the target cap.

    Diminishing returns already exist for aoe, it's called moving out of the area
  • Harnesh
    Harnesh
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    Severe diminishing returns would be necessary for all AoEs, not just Impulse, if they were to remove the target cap.

    Why? A zerg already has its advantage its call numbers when the 24 guys all stacked on top of each other rolls over the solo player or small group you take full damage with or without AoE caps. But with AoE caps when the small group tries to fight back 3/4 of the zerg are basically immune. I'm not sure why this is so hard to understand.
  • philip.ploegerb16_ESO
    I'm too tired because of having complained about AoE caps for at least 2 months already now, so I only write that I'd also be interested in hearing anything from the DEV-front about AoE-caps.

    Maybe next time they challenge us to fight them on the PTS, we should build Zergtrains and simply roll over them for the whole evening.
    Noricum

    Thx to Giny, Sarana, Thaili, Derra, Cherahim, Gloy, Raweelz and Drimacus, you make the game worth playing even with AoE-caps, no usefull progression past Assault / Support Rank 10, and with PvP being not even close to balanced.

    Chars: Sera - VR12 Templar (Heal / DPS) ||| Seraliah - VR12 Dragonknight (DPS / Tank)
  • frosth.darkomenb16_ESO
    frosth.darkomenb16_ESO
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    There wouldn't be a need for nerfing.

    The target caps causes stacking, but without it, there wouldn't be so many targets all at the same spot.

    If you got lucky enough to be in large fights between forces not using stacking, you know that aoes don't often hit more than 4 targets.
    I actually prefer single target abilities in those situations as they are instant and easier to aim.

    There are situations where aoes are preferable, like when guarding a chokepoint, but that's good, each ability needs its niche.

    Just removing the target cap would make the game better.

    Of course, it may happen that there are abilities that become too strong, but this needs to be addressed individually.
    No blanket changes like target caps will ever work.
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