How about drastically less APs for killing 1 player with a group of 20..... or 16 v 4
Lava_Croft wrote: »Anyone who thinks that removing the AoE cap will magically remove these paintrains from the game really has no clue.
rich_nicholsonb16_ESO wrote: »How about drastically less APs for killing 1 player with a group of 20..... or 16 v 4
This is what daoc did and it worked great. If someone was worth 4k rp's and 1 player killed him you would get 4k in return, if you were in a group of 2 u would get 2k each etc.
If the duo was in the middle of killing that 4k guy but a Zerg of 20 turns up and leeches, the duo would still get 2k each and the Zerg would probably get 10rps each.
The reward for zerging is safety but not as rewarding as smaller groups in progression ( realm ranks ).
Lava_Croft wrote: »Anyone who thinks that removing the AoE cap will magically remove these paintrains from the game really has no clue.
rich_nicholsonb16_ESO wrote: »How about drastically less APs for killing 1 player with a group of 20..... or 16 v 4
This is what daoc did and it worked great. If someone was worth 4k rp's and 1 player killed him you would get 4k in return, if you were in a group of 2 u would get 2k each etc.
If the duo was in the middle of killing that 4k guy but a Zerg of 20 turns up and leeches, the duo would still get 2k each and the Zerg would probably get 10rps each.
The reward for zerging is safety but not as rewarding as smaller groups in progression ( realm ranks ).
DontBeAfraid wrote: »xsorusb14_ESO wrote: »
how can u NOT morph dragon blood to green dragon blood.
other morph so incredible bad
but despites that i totally agree with your post.
current pvp gameplay and the resoluting tactics are far from fun.
gj matt
rich_nicholsonb16_ESO wrote: »How about drastically less APs for killing 1 player with a group of 20..... or 16 v 4
This is what daoc did and it worked great. If someone was worth 4k rp's and 1 player killed him you would get 4k in return, if you were in a group of 2 u would get 2k each etc.
If the duo was in the middle of killing that 4k guy but a Zerg of 20 turns up and leeches, the duo would still get 2k each and the Zerg would probably get 10rps each.
The reward for zerging is safety but not as rewarding as smaller groups in progression ( realm ranks ).
Lava_Croft wrote: »Anyone who thinks that removing the AoE cap will magically remove these paintrains from the game really has no clue.
Lava_Croft wrote: »Anyone who thinks that removing the AoE cap will magically remove these paintrains from the game really has no clue.
Lava_Croft wrote: »Anyone who thinks that removing the AoE cap will magically remove these paintrains from the game really has no clue.
no, thats incorrect, since these rainbow trains never existed until the ae cap became a known issue, about a month after launch.
It seems you don't realize that almost every single AoE ability in ESO already had a cap. The only thing that changed is that several overlooked abilities were brought in line with the already present AoE cap. Barely anything actually changed in regard to AoE caps. Talk about clueless...You're the clueless guy. Prior to the implementation of AoE cap, I can wipe a group of 30 with just a sorc and a dk.
Lava_Croft wrote: »It seems you don't realize that almost every single AoE ability in ESO already had a cap. The only thing that changed is that several overlooked abilities were brought in line with the already present AoE cap.You're the clueless guy. Prior to the implementation of AoE cap, I can wipe a group of 30 with just a sorc and a dk.
Talk about clueless...
ZOS_JessicaFolsom wrote: »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.
Lava_Croft wrote: »It seems you don't realize that almost every single AoE ability in ESO already had a cap. The only thing that changed is that several overlooked abilities were brought in line with the already present AoE cap. Barely anything actually changed in regard to AoE caps. Talk about clueless...You're the clueless guy. Prior to the implementation of AoE cap, I can wipe a group of 30 with just a sorc and a dk.
It's not about 'defending' these paintrains, it's about people that, instead of actually changing their tactics when it comes to dealing with these groups rather spend their time on the forums whining about it.
Lava_Croft wrote: »It's not about 'defending' these paintrains, it's about people that, instead of actually changing their tactics when it comes to dealing with these groups rather spend their time on the forums whining about it.
I'm curious to see what kind of tictacs you think people should adopt instead of 'whinging' on the forums.
So far the options presented in this thread to counter zergballs have been:
1) avoid them
2) crouch and pick off stragglers
3) fight back with a zergball of your own
Of these three #2 is the only real interesting one; however from personal experience it is only marginally effective because a competent zergball will turn back and impulse spam their way back to their dead friendlies and revive. Good luck avoiding that while hidden unless you're a vampire or wearing shadow dancer armor.
xsorusb14_ESO wrote: »They did Rage, But that wasn't because AOE was overpowered..it was because Bright Wizard was the most overpowered class ever introduced into any game to date. You never see anyone ever whining about how an Engineer and a Shadow Warrior totally wrecked their zerg..nope, Its always Bright Wizard, Because it had a mechanic that was just atrocious in terms of Balance, For the small price of taking damage when you casted a spell, Which would be instantly healed by your groups Warrior Priest, You'd gain 35% chance to critical hit and a 100% critical damage bonus. There is no mechanic in any game that comes close to that level of a DPS increase.
My guild mates and I were talking about this new problem of being to place forward camps endlessly has caused. The best idea I heard was after you rez at a forward camp a timer starts if you die before the timer has finished you can't rez at another forward camp for x minutes, but you can still rez at keeps and starting areas.
dennis.schmelzleb16_ESO wrote: »Making Immovable only usable by heavy users is useless.
They would all wear 1 heavy armor piece to get this skill.My guild mates and I were talking about this new problem of being to place forward camps endlessly has caused. The best idea I heard was after you rez at a forward camp a timer starts if you die before the timer has finished you can't rez at another forward camp for x minutes, but you can still rez at keeps and starting areas.
That could be a possible fix for forward camps.
I still wonder why nobody commented on my "assist mechanic" (getting the softlock of your teamleader) suggestion.
Imho it's the perfect fix to counter zergs with small coordinated groups and would give single target skills more power.
A good group could kill half the zerg in a minute or less by spiking them one after another very fast.
There is still some skill involved as there is no hardlock in ESO.