CameraBeardThePirate wrote: »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.
Which is silly, because the alternative is that every fight is won by the players with more numbers.
We've been through this before - AoE caps were shown to be bad for Cyrodiil's gameplay.
Pepegrillos wrote: »CameraBeardThePirate wrote: »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.
Which is silly, because the alternative is that every fight is won by the players with more numbers.
We've been through this before - AoE caps were shown to be bad for Cyrodiil's gameplay.
I'd say that depending on how strict the AOE Cap is, absolute numbers have a much bigger weight on the results of the fights. However, it was clear in the previous test that better players in groups still had an edge (although limited when zergs reached a certain size).
My guess is that they will tinker around with the number (from 3 to 5 or 6 maybe?). But I'd be surprised it they just remove it altogether such that we are back to the current gameplay.
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.
JustLovely 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.
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.
ZOS originally announced that vengeance mode is a test bed for testing so that ZOS will better understand how to improve regular live mode. Is that still the case? ...because it sure looks like all the effort is going into vengeance mode and none is going into improving the current live mode. Is ZOS still committed to keeping a campaign using the current live mode parameters?
@ZOS_Kevin
YandereGirlfriend wrote: »This is indeed the highest priority question.
Nobody has an issue if Vengeance becomes an option to choose alongside normal/current rules campaigns. Forcing it on everyone, whether they want it or not, however, would be a disastrous move.
YandereGirlfriend wrote: »JustLovely 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.
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.
ZOS originally announced that vengeance mode is a test bed for testing so that ZOS will better understand how to improve regular live mode. Is that still the case? ...because it sure looks like all the effort is going into vengeance mode and none is going into improving the current live mode. Is ZOS still committed to keeping a campaign using the current live mode parameters?
@ZOS_Kevin
This is indeed the highest priority question.
Nobody has an issue if Vengeance becomes an option to choose alongside normal/current rules campaigns. Forcing it on everyone, whether they want it or not, however, would be a disastrous move.