A bomb group is not a 24 man raid. It is generally a 10-12 man, and at most 16 (although even that feels like pushing it). A bomb group is a response to larger 24+ man groups.
A 24 man raid gets what it does done because of healing and support skills. A bomb group uses high burst damage to get the edge over the enemy.
A 24 man raid has long sustained fights. A bomb group does damage, gets out, and gets ready to make another push.
If you wish come stay a while and listen.
https://www.youtube.com/watch?v=Ox5T_a3QmbE
A bomb group is not a 24 man raid. It is generally a 10-12 man, and at most 16 (although even that feels like pushing it). A bomb group is a response to larger 24+ man groups.
A 24 man raid gets what it does done because of healing and support skills. A bomb group uses high burst damage to get the edge over the enemy.
A 24 man raid has long sustained fights. A bomb group does damage, gets out, and gets ready to make another push.
If you wish come stay a while and listen.
https://www.youtube.com/watch?v=Ox5T_a3QmbE
Fair point, but let's not argue over semantics. A Zerg blob (as I like to call them) is a 24 main raid who focusses on stacking on the crown and staying tight together. On the EU server at least, a lot of people refer to these groups as 'bomb squads' or more commonly nowadays 'trains'. Perhaps this doesn't fit in with your definition, or even the commonly used definition of bomb squads within the MMO genre, but the point is the OP has taken the time to write a well thought out post on some changes that could be implemented to discourage this style of play. Rather than discussing how these groups should be labelled, let's discuss the points the OP is making, shall we?
Do those changes affect PvE?
The removal of the offensive AOE caps would increase the clear speed of certain objectives, but I think a slight buff to trash mobs in terms of armor/spell resistance or some increased CC-immunity would solve the problem, should it be one.
Emma_Eunjung wrote: »
Do those changes affect PvE?
The removal of the offensive AOE caps would increase the clear speed of certain objectives, but I think a slight buff to trash mobs in terms of armor/spell resistance or some increased CC-immunity would solve the problem, should it be one.
This was clearly written by somebody who doesn't understand PvE and the havoc already wreaked by PvP nerfs. Sure, removing AOE caps will increase damage in theory, but in practice that's not what happens, at least not if history is any guide. Why? Because every time ZoS giveth, they taketh away twice as much.
AOE caps were greatly lifted in update 1.6, but the AOE spells themselves were NERFED. In the case of Wall of Elements, the nerf was so bad that no one even uses it anymore. Remember when PvP whiners complained about "Impulse spam"? Not anymore... now the best AOE in the game belongs to some clown spinning around with a dagger in each hand!
Furthermore, certain spells that had good synergy with AOE, such as Critical Surge, were gimped so horribly that they're not worth slotting now. The problem is that these synergies were what kept the player ALIVE while doing all that damage. In ESO 1.5, my Sorc could Surge heal for around 40% of total damage output. That was just enough to keep her alive during big mob pulls of a dozen or more. After the 1.6 update that forced the cooldown on Critical Surge, she's lucky to get 10% heals vs. damage, and that percentage only goes DOWN as the number of mobs goes up. IT. IS . NOT. ENOUGH.
Now you think mobs should get BUFFED, too? LOL, are there any even any mobs left that don't have CC immunity, at least some of the time? And, on top if that, you want us stack spell penetration just kill a SKEEVER? I guess I could just switch all my weapons to Nirnhoned... oh wait... Nirnhoned is about to get nerfed, too. Why? PvP whines, of course!
Please, just keep your nerfs in Cyrodiil and stay away from PvE
Emma_Eunjung wrote: »
Do those changes affect PvE?
The removal of the offensive AOE caps would increase the clear speed of certain objectives, but I think a slight buff to trash mobs in terms of armor/spell resistance or some increased CC-immunity would solve the problem, should it be one.
This was clearly written by somebody who doesn't understand PvE.
Now you think mobs should get BUFFED, too? LOL, are there any even any mobs left that don't have CC immunity, at least some of the time? And, on top if that, you want us stack spell penetration just kill a SKEEVER? I guess I could just switch all my weapons to Nirnhoned... oh wait... Nirnhoned is about to get nerfed, too. Why? PvP whines, of course!
Please, just keep your nerfs in Cyrodiil and stay away from PvE
Emma_Eunjung wrote: »
Do those changes affect PvE?
The removal of the offensive AOE caps would increase the clear speed of certain objectives, but I think a slight buff to trash mobs in terms of armor/spell resistance or some increased CC-immunity would solve the problem, should it be one.
This was clearly written by somebody who doesn't understand PvE.
Now you think mobs should get BUFFED, too? LOL, are there any even any mobs left that don't have CC immunity, at least some of the time? And, on top if that, you want us stack spell penetration just kill a SKEEVER? I guess I could just switch all my weapons to Nirnhoned... oh wait... Nirnhoned is about to get nerfed, too. Why? PvP whines, of course!
Please, just keep your nerfs in Cyrodiil and stay away from PvE
TL;DR: Basically what @FENGRUSH said.
I'm not sure whether you read my whole post, but to say it again it would only contain a buff to trash mobs should it be necessary. Regarding the CC-immunity it is exactly as you said, I have, in contrast to PvP, no clue of PvE, meaning that the cc-immunity would only be applied to keep the mobs at their current streangth, for the purpose of minimizing the effect of the changes on PvE.
It has to be noted that this part was an idea of mine (motiated by complains about the facility of PvE) to keep the PvE content difficult and entertaining, if the PvE community prefers to not buff the trash mobs, which would make some content easier because of the increased damage from AOE abilities, I don't think any PvP player would mind.
Regarding nirnhoned, I don't think they are going to nerf the weapon trait, I only heard about nerfs coming to the armor one, but that's a completely different topic.
A bomb group is not a 24 man raid. It is generally a 10-12 man, and at most 16 (although even that feels like pushing it). A bomb group is a response to larger 24+ man groups.
A 24 man raid gets what it does done because of healing and support skills. A bomb group uses high burst damage to get the edge over the enemy.
A 24 man raid has long sustained fights. A bomb group does damage, gets out, and gets ready to make another push.
If you wish come stay a while and listen.
https://www.youtube.com/watch?v=Ox5T_a3QmbE
Fair point, but let's not argue over semantics. A Zerg blob (as I like to call them) is a 24 main raid who focusses on stacking on the crown and staying tight together. On the EU server at least, a lot of people refer to these groups as 'bomb squads' or more commonly nowadays 'trains'. Perhaps this doesn't fit in with your definition, or even the commonly used definition of bomb squads within the MMO genre, but the point is the OP has taken the time to write a well thought out post on some changes that could be implemented to discourage this style of play. Rather than discussing how these groups should be labelled, let's discuss the points the OP is making, shall we?
There seems to be some disagrement in regarding definitions so I decided to define what I'm talking about:
This tread refers to bombsquads, which is, in this thread, a group of 24 players that tries to stack up as close as possible to get the maximum of the used healing abilities and AOE buffs. This tactic also allows them to stack a lot of AOE damage on a single location making their Center a very dangerous zone.
Emma_Eunjung wrote: »
Do those changes affect PvE?
The removal of the offensive AOE caps would increase the clear speed of certain objectives, but I think a slight buff to trash mobs in terms of armor/spell resistance or some increased CC-immunity would solve the problem, should it be one.
This was clearly written by somebody who doesn't understand PvE and the havoc already wreaked by PvP nerfs. Sure, removing AOE caps will increase damage in theory, but in practice that's not what happens, at least not if history is any guide. Why? Because every time ZoS giveth, they taketh away twice as much.
AOE caps were greatly lifted in update 1.6, but the AOE spells themselves were NERFED. In the case of Wall of Elements, the nerf was so bad that no one even uses it anymore. Remember when PvP whiners complained about "Impulse spam"? Not anymore... now the best AOE in the game belongs to some clown spinning around with a dagger in each hand!
Furthermore, certain spells that had good synergy with AOE, such as Critical Surge, were gimped so horribly that they're not worth slotting now. The problem is that these synergies were what kept the player ALIVE while doing all that damage. In ESO 1.5, my Sorc could Surge heal for around 40% of total damage output. That was just enough to keep her alive during big mob pulls of a dozen or more. After the 1.6 update that forced the cooldown on Critical Surge, she's lucky to get 10% heals vs. damage, and that percentage only goes DOWN as the number of mobs goes up. IT. IS . NOT. ENOUGH.
Now you think mobs should get BUFFED, too? LOL, are there any even any mobs left that don't have CC immunity, at least some of the time? And, on top if that, you want us stack spell penetration just kill a SKEEVER? I guess I could just switch all my weapons to Nirnhoned... oh wait... Nirnhoned is about to get nerfed, too. Why? PvP whines, of course!
Please, just keep your nerfs in Cyrodiil and stay away from PvE
He didnt suggest buffing mobs for no reason. The buffs would offset the boost in damage youd receive for not being mitigated.
Surge was also very strong, and doesnt seem to really make much sense here, along with a lot of random examples of how PVE is hard and should never change once youve learned how to complete it.
With a rather successful console launch and some promising pictures from E3 it seems that the ZOS PvP team is getting closer to publish some major changes.
Emma_Eunjung wrote: »Emma_Eunjung wrote: »
Do those changes affect PvE?
The removal of the offensive AOE caps would increase the clear speed of certain objectives, but I think a slight buff to trash mobs in terms of armor/spell resistance or some increased CC-immunity would solve the problem, should it be one.
This was clearly written by somebody who doesn't understand PvE and the havoc already wreaked by PvP nerfs. Sure, removing AOE caps will increase damage in theory, but in practice that's not what happens, at least not if history is any guide. Why? Because every time ZoS giveth, they taketh away twice as much.
AOE caps were greatly lifted in update 1.6, but the AOE spells themselves were NERFED. In the case of Wall of Elements, the nerf was so bad that no one even uses it anymore. Remember when PvP whiners complained about "Impulse spam"? Not anymore... now the best AOE in the game belongs to some clown spinning around with a dagger in each hand!
Furthermore, certain spells that had good synergy with AOE, such as Critical Surge, were gimped so horribly that they're not worth slotting now. The problem is that these synergies were what kept the player ALIVE while doing all that damage. In ESO 1.5, my Sorc could Surge heal for around 40% of total damage output. That was just enough to keep her alive during big mob pulls of a dozen or more. After the 1.6 update that forced the cooldown on Critical Surge, she's lucky to get 10% heals vs. damage, and that percentage only goes DOWN as the number of mobs goes up. IT. IS . NOT. ENOUGH.
Now you think mobs should get BUFFED, too? LOL, are there any even any mobs left that don't have CC immunity, at least some of the time? And, on top if that, you want us stack spell penetration just kill a SKEEVER? I guess I could just switch all my weapons to Nirnhoned... oh wait... Nirnhoned is about to get nerfed, too. Why? PvP whines, of course!
Please, just keep your nerfs in Cyrodiil and stay away from PvE
He didnt suggest buffing mobs for no reason. The buffs would offset the boost in damage youd receive for not being mitigated.
Surge was also very strong, and doesnt seem to really make much sense here, along with a lot of random examples of how PVE is hard and should never change once youve learned how to complete it.
Buffing my damage output doesn't do me any good if I'm dead. If you're going to make mobs tougher, my shields and heals need to be tougher, too, so that I can make it through the fight. Shields may seem "OP" right now in PvP, but in solo PvE they're barely adequate for most situations and completely fail against the toughest mobs in Vet dungeons. Healing, of course took a massive hit in 1.6, especially for Sorcs. The numbers just don't add up. You've got random Craglorn mobs outputting 20K per hit...each... but even Resto heals are only a fraction of that. If anything, mobs need to be nerfed, not players.
With a rather successful console launch and some promising pictures from E3 it seems that the ZOS PvP team is getting closer to publish some major changes.
I LOLED .
Made my day.
What picture from e3 ? I looked the conference there was absolutely nothing new.
Successful console launch . ? Not so much. Do you read the forum?
They didnt even bother to get to e3. We saw 15 second video of a guy in the empty zenimax offices.
Pictures is a fancy version of video. Regarding the success of console launch I don't know actual numbers but the feedback at reddit seems to be extremely positive.
Emma_Eunjung wrote: »Emma_Eunjung wrote: »
Do those changes affect PvE?
The removal of the offensive AOE caps would increase the clear speed of certain objectives, but I think a slight buff to trash mobs in terms of armor/spell resistance or some increased CC-immunity would solve the problem, should it be one.
This was clearly written by somebody who doesn't understand PvE and the havoc already wreaked by PvP nerfs. Sure, removing AOE caps will increase damage in theory, but in practice that's not what happens, at least not if history is any guide. Why? Because every time ZoS giveth, they taketh away twice as much.
AOE caps were greatly lifted in update 1.6, but the AOE spells themselves were NERFED. In the case of Wall of Elements, the nerf was so bad that no one even uses it anymore. Remember when PvP whiners complained about "Impulse spam"? Not anymore... now the best AOE in the game belongs to some clown spinning around with a dagger in each hand!
Furthermore, certain spells that had good synergy with AOE, such as Critical Surge, were gimped so horribly that they're not worth slotting now. The problem is that these synergies were what kept the player ALIVE while doing all that damage. In ESO 1.5, my Sorc could Surge heal for around 40% of total damage output. That was just enough to keep her alive during big mob pulls of a dozen or more. After the 1.6 update that forced the cooldown on Critical Surge, she's lucky to get 10% heals vs. damage, and that percentage only goes DOWN as the number of mobs goes up. IT. IS . NOT. ENOUGH.
Now you think mobs should get BUFFED, too? LOL, are there any even any mobs left that don't have CC immunity, at least some of the time? And, on top if that, you want us stack spell penetration just kill a SKEEVER? I guess I could just switch all my weapons to Nirnhoned... oh wait... Nirnhoned is about to get nerfed, too. Why? PvP whines, of course!
Please, just keep your nerfs in Cyrodiil and stay away from PvE
He didnt suggest buffing mobs for no reason. The buffs would offset the boost in damage youd receive for not being mitigated.
Surge was also very strong, and doesnt seem to really make much sense here, along with a lot of random examples of how PVE is hard and should never change once youve learned how to complete it.
Buffing my damage output doesn't do me any good if I'm dead. If you're going to make mobs tougher, my shields and heals need to be tougher, too, so that I can make it through the fight. Shields may seem "OP" right now in PvP, but in solo PvE they're barely adequate for most situations and completely fail against the toughest mobs in Vet dungeons. Healing, of course took a massive hit in 1.6, especially for Sorcs. The numbers just don't add up. You've got random Craglorn mobs outputting 20K per hit...each... but even Resto heals are only a fraction of that. If anything, mobs need to be nerfed, not players.
There seems to be some disagrement in regarding definitions so I decided to define what I'm talking about:
This tread refers to bombsquads, which is, in this thread, a group of 24 players that tries to stack up as close as possible to get the maximum of the used healing abilities and AOE buffs. This tactic also allows them to stack a lot of AOE damage on a single location making their Center a very dangerous zone.
Why do you call them bombsquads in EU? "Bombing" is sort of a tactical quick strike - so to speak. These groups dont do that. Everyone watching them can pretty much predict, 'ok theyre grouping up now, theyre flooding purge, theres the barrier, theyre running in and standing on the flags hammering purge or heal'. They can det and crash into people, but thats BAU.
Bomb squads typically blindside and quickly burst damage on larger groups. If there was some kind of explanation as to why you call them that, thatd be helpful. Do you call these kind of smaller quick strike groups zerg in EU? Or blobs? Please clarify.
Otherwise you can just make a thread and call it "nerf mages". What are mages? This thread refers to mages, which is, in this thread, anyone who uses magicka in their build.