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A suggestion to alleviate the population imbalance issue

JHenry
JHenry
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Rather than giving out more alliance points for those faction that are underdog, you might as well give the middle man also an advantage by applying this suggestion of mine:
ZOS could change the coding regarding PvP AoE cap about how much people will be affected by the AoE skill depending on how much opposing players are in the campaign as compared to the number of people in your faction in the campaign.

For example, all faction have equal population size and capping their faction population, they'll have a limit of 6 enemies per AoE skill. As DC have 250 population and others faction has cap population (let's say 500 each = 1000), DC will have an AoE cap of 12 (I'm just giving out number for example purposes).

This way both the underdog (lowest population), and middleman (in-between) will receive a just/reasonable Alliance points regardless of their population.

I suggested this in my guild forums regarding the AoE fix poll. I also sent a /feedback under world design for your reference.

EDIT: AoE nerf to AoE fix. Reason for edit: to make the discussion focus on the suggestion.
Edited by JHenry on 6 May 2014 16:18
  • JHenry
    JHenry
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    It's bothering me that there are a lot of posts regarding negative criticism (I'm refering to AoE nerf), yet a good suggestion hasn't received much of a feedback or none at all. Anyone have any feedback regarding this especially from the Devs? @ZOS_JessicaFolsom‌ ?
  • Draconiuos
    Draconiuos
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    The problem is people keep calling it a nerf when it is a bug fix. The AOE cap has been there since day one. The problem is a few AOEs were ignoring it when they shouldn't have been. They are now fixing them, and now people are noticing that there is an AOE cap. The problem is ZOS has to now figure out what we want, because we were "fine" with the cap until they pointed out there was one in place.

    TL;DR: It isn't a nerf, but a bug fix. We only realized the cap when they pointed it out.
  • JHenry
    JHenry
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    Draconiuos wrote: »
    The problem is people keep calling it a nerf when it is a bug fix. The AOE cap has been there since day one. The problem is a few AOEs were ignoring it when they shouldn't have been. They are now fixing them, and now people are noticing that there is an AOE cap. The problem is ZOS has to now figure out what we want, because we were "fine" with the cap until they pointed out there was one in place.

    TL;DR: It isn't a nerf, but a bug fix. We only realized the cap when they pointed it out.

    Yes, but the underlying problem of killing a zerg is going to be huge since the usual killer of zerg (CC abilities without AoE Caps) now have caps. What I propose is a flexible change on the status quo. Increasing the AoE cap by a multiplier depending on the faction population over total population.
  • Holycannoli
    Holycannoli
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    The AOE nerf is hardly that. So far this is what's being changed:
    Changes/Pending Changes
    With that explanation, here are the changes that are being made in version 1.1 (subject to testing).

    The following abilities had a higher max limit than six, and have been fixed to be in-line with all other area-of-effect abilities:
    Consuming Darkness (Nightblade)
    Dragonknight Standard (Dragonknight)
    Negate Magic (Sorcerer)
    Scalding Rune (Fire Rune Morph - Mages Guild)
    Soul Shatter (Soul Magic)


    Also, we are currently investigating Dark Talons, Blood Altar, and Rite of Passage, which may not be obeying the max target limit.

    Five AOE skills are getting a cap so far. There may be more by the time we get 1.1 but it's not the AOE nerf people think it is.

    All other AOE skills except PVP assault and support skills and siege engines are already capped, we just didn't notice it.
    Edited by Holycannoli on 6 May 2014 03:59
  • JHenry
    JHenry
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    I edited my first post as to make the discussion focused on my suggestion as compared to discussing about another topic.
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