SBR_QuorTek wrote: »Think I already mentioned this in one of the other threads.
But anyway... remove the cap and you will see 7 people optimized for it wiping out 80 people rallying up for a big battle eg. using spies to tell the location or just being at the spot at the right time.
Yes I can see how AOE caps removed would help.. not lol... put the focus onto things that make it viable and find solutions for downing skills PvP wise instead.
And yes some of you people know it is possible, for self would certainly not mind to wipe out that amount of players lol especially taking them all by surprice
Think it is time to be constructive instead instead of volounterely creating OP solutions.
frosth.darkomenb16_ESO wrote: »
Then give us counter exemples rather than being vague, be specific.
Personnaly, I am aware of no game with caps that didn't get blobing, but perhaps they do exist. If so, then please point them out.
frosth.darkomenb16_ESO wrote: »But larger numbers is NOT what people point out, but the fact that larger numbers gain more than the natural advantage numbers should give them.
It gives them invulnerability, and at no point in a game should a player become invulnerable.
frosth.darkomenb16_ESO wrote: »Really, what is your agenda here? What is YOUR point?
frosth.darkomenb16_ESO wrote: »Would you be able to elaborate on it and produce an articulated argument that holds together?
if yes, then please do.
Give exemples of games where caps were a positive for the game, how they impacted those game ,and more importantly, why they impacted the game the way they did. Both in practice and in theory.
frosth.darkomenb16_ESO wrote: »
Then give us counter exemples rather than being vague, be specific.
Personnaly, I am aware of no game with caps that didn't get blobing, but perhaps they do exist. If so, then please point them out.
They would include just about any MMO I ever played. Lets see:
Last Chaos
Lotro
Wow
Rift
Neverwinter
The secret world
And I'm sure quite a few others I played and don't remember.frosth.darkomenb16_ESO wrote: »But larger numbers is NOT what people point out, but the fact that larger numbers gain more than the natural advantage numbers should give them.
It gives them invulnerability, and at no point in a game should a player become invulnerable.
They don't become invulnerable you simple can't kill them 5 on 75. You need to get closer to their numbers. I routinely kill blob groups.frosth.darkomenb16_ESO wrote: »Really, what is your agenda here? What is YOUR point?
My point is that what you and several others are pushing for will make the game worse and not even fix the thing you are complaining about.frosth.darkomenb16_ESO wrote: »Would you be able to elaborate on it and produce an articulated argument that holds together?
if yes, then please do.
Give exemples of games where caps were a positive for the game, how they impacted those game ,and more importantly, why they impacted the game the way they did. Both in practice and in theory.
I've elaborated numerous times as did many others. Because you don't agree with me doesn't change that. Us repeating ourselves again and again isn't going to change that.
They would include just about any MMO I ever played. Lets see:
frosth.darkomenb16_ESO wrote: »But larger numbers is NOT what people point out, but the fact that larger numbers gain more than the natural advantage numbers should give them.
It gives them invulnerability, and at no point in a game should a player become invulnerable.
They don't become invulnerable you simple can't kill them 5 on 75. You need to get closer to their numbers. I routinely kill blob groups.
frosth.darkomenb16_ESO wrote: »Really, what is your agenda here? What is YOUR point?
My point is that what you and several others are pushing for will make the game worse and not even fix the thing you are complaining about.
frosth.darkomenb16_ESO wrote: »Aside from Chaos Online, none of them seem to have an AvA type PvP at the same scale than ESo.
Also, it doesn't seem any of them have contexts where the sizes of group can vary widely or be much bigger than the cap itself.
A game that does 8v8, with a 6 target cap gives invulnerability to only 25% of the enemies while a game that has 50v50 gives invulnerability to 88% of the enemies.
frosth.darkomenb16_ESO wrote: »You should lose against a larger force, but you shouldn't need to get closer to their numbers to kill at least one of them with aoes.
Idealy, a smaller group should be able to take down 1 kill for 1 death with a variance based on coordination, skill and strategic use of terrain features.
frosth.darkomenb16_ESO wrote: »
How and why?
All i've seen so far from you and others are anecdotal or sometimes, plain wrong. It can be summed up to:
- " it will make the game worse" without explanation.
- "I can still kill blobs so it isn't an issue" which is missing the point entirely.
- "Numbers should win" which isn't even part of the discussion.
- "That other game had cap and it was good" without explanations.
- "it will make blobing worse" which is plain wrong as it started with caps.
Use maths, use decision theory, or just plain old causality chains to construct an argument.
What happens, how it happens and why does it happen?
The reason those games didn't have blobs was because there was zero reason to blob. In this game the all group dynamic is built around stacking/being close. Buffs, healing, synergies all require you to be stacked. As a result groups stack to get the benefits of being in a group.
Blobing is also a natural result of having a large number of players fighting over a small area. If 100 people attack and 100 defend a keep its going to result in stacking when you get to the flag rooms.
Furthermore. Unlimited caps doesn't even accomplish this. The 50 will be getting unlimited AOE heals and buffs and you won't scratch them.
Yes, people always whine about zergs, but that's just it: whining.- It won't fix the problem. That problem being that a large organized group is running over small groups. You can claim that's not the problem but based on every game I ever played complaining about this even without blobs I simply don't agree with you. People will always whine about being zerged whether said zerg is balled or not.
AoE's could be OP with our without caps.- It makes AOE OP. Some suggest changes to AOE to balance it but such changes would make them useless versus the "blob".
I see your point here, but I believe you may be exagerating a bit.- It completely destroys the benefits of grouping as all the grouping features (healing, buffs, etc) all pretty much require stacking. Now I get that most advocating this are okay with it because what they really want is small scale PvP. But the solution is simply to make small scale PvP in addition to the large scale.
True, but they currently are the only viable choice in all situation.- It makes AOE the only viable choice inside keeps as they are choke points.
- Melee becomes completely and utterly useless. Stepping into range means getting stuck in the AOEs. Keeps will simply turn into stalemates with each side standing on opposite sides of the choke point trying to range each other down.
- The game already has unlimited AOE with oil and siege and it doesn't prevent stacking. In fact the main reason people stack up is to have a chance against oil pots. AKA get barriers, speed buffs, purged, etc. Oil is also endlessly complained about because it's so powerful.
- We already had unlimited AOEs in this game and it was completely broken with them.
Feel free to tell me I'm wrong again but I think at this point we should just agree to disagree.
frosth.darkomenb16_ESO wrote: »
People are either right or wrong, they can't agree or disagree about facts.
Blobbing tactics, at the very least in ESO, are caused primarily by the target caps with other agraving factors like smart heals. This is a fact.
frosth.darkomenb16_ESO wrote: »And that's where you're wrong, or perhaps you simply misunderstand the concepts.
Historically, games with a cap have had their players develop blobbing tactics.
Shadowbane, GW2 and even ESo the second we learned about the caps. This isn't opinion, it is an observation, a fact.
Except that isn't true. Historically SOME games with caps resulted in blobbing tactics. Most of them did not
xsorusb14_ESO wrote: »Logged into my Captain that i've not played a while in LOTRO (i have a lifetime)
most of the AOE's in the game has caps, however my heals don't... and from the threads i'm reading about in PvP that game, they're complaining about Heals because they've got no caps, and most don't have a small range limit (My Captain does) so they don't have to stack, They can simply heal everyone with little thought.
xsorusb14_ESO wrote: »Logged into my Captain that i've not played a while in LOTRO (i have a lifetime)
most of the AOE's in the game has caps, however my heals don't... and from the threads i'm reading about in PvP that game, they're complaining about Heals because they've got no caps, and most don't have a small range limit (My Captain does) so they don't have to stack, They can simply heal everyone with little thought.
Point??
frosth.darkomenb16_ESO wrote: »
People are either right or wrong, they can't agree or disagree about facts.
Blobbing tactics, at the very least in ESO, are caused primarily by the target caps with other agraving factors like smart heals. This is a fact.
No, it's not. It's a possible solution not the cause. It's my opinion that people stack in this game because the grouping mechanics of this game encourage it. Uncapped AOEs may reduce or prevent stacking but it's not the cause.
I could just as easily argue that blobbing occurs because there isn't friendly fire. Adding it would certainly stop the impulse trains but that doesn't make it the cause.
"It is capped, just higher. I believe it is usually 20 targets?"
According to FTC my personal record with an oil catapult is 39 people. Although the addon could be wrong.
frosth.darkomenb16_ESO wrote: »"Zerg balling started occuring after the aoe caps got "discovered"."
frosth.darkomenb16_ESO wrote: »But it wouldn't solve the root problem of random individual invulnerability.
frosth.darkomenb16_ESO wrote: »Maybe because it creates an area that impacts 20 targets each tick, so over several ticks you hit 39?
frosth.darkomenb16_ESO wrote: »"Zerg balling started occuring after the aoe caps got "discovered"."
Zerg balling started when people figured out it was the best way to benefit from group buffs and healing.
frosth.darkomenb16_ESO wrote: »But it wouldn't solve the root problem of random individual invulnerability.
I fail to see how this is a problem. If you want to hit a specific target then target him. Don't used an untargeted AOE. If that's too hard to do then fixing targeting is the solution not hitting everything so you don't need to aim.
frosth.darkomenb16_ESO wrote: »If you can't admit to call it the cause, you can at the very least call it the trigger.
frosth.darkomenb16_ESO wrote: »Unwaranted invulnerability that comes at absolutely no cost nor any drawbacks and scales proportionally to numbers, which is in itself another linear scaling increment of power, produces exponential advantages for larger groups.
frosth.darkomenb16_ESO wrote: »You are actively supporting a dominant strategy.
frosth.darkomenb16_ESO wrote: »At this point, I do not know wether you do not comprehend the consequences or you have vested interests in seeing it kept in the game.
frosth.darkomenb16_ESO wrote: »If you can't admit to call it the cause, you can at the very least call it the trigger.
I don't call it the cause because something that doesn't exist can't possibly cause something. It's existence may prevent something but it can't be the cause. I don't want to get into a semantics argument but it's an important distinction. It's important because to fix a problem you need to know the root cause and consider all solutions. In your case you are fixated on a single solution ignoring the real cause and any other possible solutions.
frosth.darkomenb16_ESO wrote: »Unwaranted invulnerability that comes at absolutely no cost nor any drawbacks and scales proportionally to numbers, which is in itself another linear scaling increment of power, produces exponential advantages for larger groups.
Yes, strength in numbers simply requires that you show up. If the issue is groups are too powerful then reducing group benefits is a solution. Again, it's a matter of finding the root cause of the problem.
frosth.darkomenb16_ESO wrote: »You are actively supporting a dominant strategy.
And you are actively supporting what will be the new dominant strategy.frosth.darkomenb16_ESO wrote: »At this point, I do not know wether you do not comprehend the consequences or you have vested interests in seeing it kept in the game.
Yes, I understand the consequences of uncapped AOE's. It will destroy the game. Which is why I oppose them.
frosth.darkomenb16_ESO wrote: »Wut? The absence of something can very much cause effects.
Please, groups don't stack against oil because oil has no aoe cap. They stack because Purge and Barrier have a limited radius. If siege was aoe capped, they'd still stack for those skills - just as they currently stack in open field battles. Not to mention if siege was aoe capped, that would just make stacking even more necessary in sieges, while making defense essentially impossible unless the defenders had as many bodies as the attackers.As I pointed out already the main reason we stack now is to counter the unlimited AOE fire pots.
frosth.darkomenb16_ESO wrote: »Wut? The absence of something can very much cause effects.
Something that doesn't exist can't cause anything for obvious reasons.
Let's put it another way:
- Something gives players a reason to "blob"
- If unlimited AOE's existed they might give players a reason to not "blob" - Depending on which reason wins out players would either continue to blob or spread out.
My point is if blobbing is the problem address the reasons why players blob rather insisting on one and only one deterrent to blobbing.
As I pointed out already the main reason we stack now is to counter the unlimited AOE fire pots.
frosth.darkomenb16_ESO wrote: »frosth.darkomenb16_ESO wrote: »Wut? The absence of something can very much cause effects.
Something that doesn't exist can't cause anything for obvious reasons.
The absence of food causes starvation, the absence of oxygen causes asphyxiation. If we have knowledge of several systems and observe the lack of one element from one to the other, we can deduce that the variation of results is due to that one element that changed.
If I started choking you, you would go from a "normal" state to a state of "lacking oxygen". The root cause here is clearly that I have my hands wrapped around your neck, yet you would argue that all we know is that "oxygen may be needed" and the root cause may be something else.
This is what happenned with eso. We had a "normal state" of pvp, then one element changed, "the aoe cap is a thing that exists", and we went on to a state where "blobbing is the main strategy".
This is a simple observation, the cause of the shift in player behaviours is the introduction of the knowledge about target caps.
But the great thing here is that we have several decades of game design history to draw from to know exactly why such effects occured after that change. And it was predictable and kind of disapointing that Zos made that mistake.Let's put it another way:
- Something gives players a reason to "blob"
- If unlimited AOE's existed they might give players a reason to not "blob" - Depending on which reason wins out players would either continue to blob or spread out.
My point is if blobbing is the problem address the reasons why players blob rather insisting on one and only one deterrent to blobbing.
I understand now, you see things in a backwards manner because of an other emphasis of feedback regarding only one of the effects and why it should be considered negative.
Blobbing, as an effect, is an issue, but uncapped aoe aren't suggested as a deterent to it.
In a "normal state", we wouldn't need deterrent to blobbing as it simply wouldn't give any uncounterable advantages.
Uncapped aoes aren't a solution here, the presence of caps is the issue in the first place.
We discuss blobbing a lot as it is an observable negative consequence of that change. It is the most destructive effect, so people notice it and it is in the frontline of the discussions.
But if, as you suggest we try to do, there were other mechanics in the game strong enough to prevent blobbing, aoe target caps would still be the issue.
It would be a bandaid fix: we would just have treated the symptoms rather than the disease. To go back at the choking example, you would perhaps inject oxygen in the bloodstream, ignoring the other effects like pain, bruising, reduced blood flow and reduced mobility.
Target caps have other negative consequences aside from blobbing:
- loss of control and introduction of "luck" in a competitive environment.
- immersion breaking in a game trying to be immersive.
- lowers the skill ceiling of active target selection.
- prevents individualy balancing abilities to be engaging/added variety.
We could discuss all these just as much as we do blobbing.
The core of the discussion would still be: AoE target caps have negative effects on the game.As I pointed out already the main reason we stack now is to counter the unlimited AOE fire pots.
This makes no sense. You stack to counter the only in game element that has no cap and is the most destructive to stacking players? Oo
Shaun98ca2 wrote: »frosth.darkomenb16_ESO wrote: »frosth.darkomenb16_ESO wrote: »Wut? The absence of something can very much cause effects.
Something that doesn't exist can't cause anything for obvious reasons.
The absence of food causes starvation, the absence of oxygen causes asphyxiation. If we have knowledge of several systems and observe the lack of one element from one to the other, we can deduce that the variation of results is due to that one element that changed.
If I started choking you, you would go from a "normal" state to a state of "lacking oxygen". The root cause here is clearly that I have my hands wrapped around your neck, yet you would argue that all we know is that "oxygen may be needed" and the root cause may be something else.
This is what happenned with eso. We had a "normal state" of pvp, then one element changed, "the aoe cap is a thing that exists", and we went on to a state where "blobbing is the main strategy".
This is a simple observation, the cause of the shift in player behaviours is the introduction of the knowledge about target caps.
But the great thing here is that we have several decades of game design history to draw from to know exactly why such effects occured after that change. And it was predictable and kind of disapointing that Zos made that mistake.Let's put it another way:
- Something gives players a reason to "blob"
- If unlimited AOE's existed they might give players a reason to not "blob" - Depending on which reason wins out players would either continue to blob or spread out.
My point is if blobbing is the problem address the reasons why players blob rather insisting on one and only one deterrent to blobbing.
I understand now, you see things in a backwards manner because of an other emphasis of feedback regarding only one of the effects and why it should be considered negative.
Blobbing, as an effect, is an issue, but uncapped aoe aren't suggested as a deterent to it.
In a "normal state", we wouldn't need deterrent to blobbing as it simply wouldn't give any uncounterable advantages.
Uncapped aoes aren't a solution here, the presence of caps is the issue in the first place.
We discuss blobbing a lot as it is an observable negative consequence of that change. It is the most destructive effect, so people notice it and it is in the frontline of the discussions.
But if, as you suggest we try to do, there were other mechanics in the game strong enough to prevent blobbing, aoe target caps would still be the issue.
It would be a bandaid fix: we would just have treated the symptoms rather than the disease. To go back at the choking example, you would perhaps inject oxygen in the bloodstream, ignoring the other effects like pain, bruising, reduced blood flow and reduced mobility.
Target caps have other negative consequences aside from blobbing:
- loss of control and introduction of "luck" in a competitive environment.
- immersion breaking in a game trying to be immersive.
- lowers the skill ceiling of active target selection.
- prevents individualy balancing abilities to be engaging/added variety.
We could discuss all these just as much as we do blobbing.
The core of the discussion would still be: AoE target caps have negative effects on the game.As I pointed out already the main reason we stack now is to counter the unlimited AOE fire pots.
This makes no sense. You stack to counter the only in game element that has no cap and is the most destructive to stacking players? Oo
Actually it DOES makes sense. They stack because of the of capabilities of group healing, purge and barrier. In numbers they can muscle their way through the damage the oil pots put out.
This is one of the reasons people are against removing the caps. Right now they can muscle through something that has no cap and provides a LOT of damage. They muscle through the damage output currently with caps on their healing. The removal of caps makes this blob THAT much stronger since now they are capable of healing more people in the group with less effort.
I imagine moving through the oil pots now is simply a huge and dangerous endeavor as your healing and damage warding is highly limited.
Shaun98ca2 wrote: »frosth.darkomenb16_ESO wrote: »frosth.darkomenb16_ESO wrote: »Wut? The absence of something can very much cause effects.
Something that doesn't exist can't cause anything for obvious reasons.
The absence of food causes starvation, the absence of oxygen causes asphyxiation. If we have knowledge of several systems and observe the lack of one element from one to the other, we can deduce that the variation of results is due to that one element that changed.
If I started choking you, you would go from a "normal" state to a state of "lacking oxygen". The root cause here is clearly that I have my hands wrapped around your neck, yet you would argue that all we know is that "oxygen may be needed" and the root cause may be something else.
This is what happenned with eso. We had a "normal state" of pvp, then one element changed, "the aoe cap is a thing that exists", and we went on to a state where "blobbing is the main strategy".
This is a simple observation, the cause of the shift in player behaviours is the introduction of the knowledge about target caps.
But the great thing here is that we have several decades of game design history to draw from to know exactly why such effects occured after that change. And it was predictable and kind of disapointing that Zos made that mistake.Let's put it another way:
- Something gives players a reason to "blob"
- If unlimited AOE's existed they might give players a reason to not "blob" - Depending on which reason wins out players would either continue to blob or spread out.
My point is if blobbing is the problem address the reasons why players blob rather insisting on one and only one deterrent to blobbing.
I understand now, you see things in a backwards manner because of an other emphasis of feedback regarding only one of the effects and why it should be considered negative.
Blobbing, as an effect, is an issue, but uncapped aoe aren't suggested as a deterent to it.
In a "normal state", we wouldn't need deterrent to blobbing as it simply wouldn't give any uncounterable advantages.
Uncapped aoes aren't a solution here, the presence of caps is the issue in the first place.
We discuss blobbing a lot as it is an observable negative consequence of that change. It is the most destructive effect, so people notice it and it is in the frontline of the discussions.
But if, as you suggest we try to do, there were other mechanics in the game strong enough to prevent blobbing, aoe target caps would still be the issue.
It would be a bandaid fix: we would just have treated the symptoms rather than the disease. To go back at the choking example, you would perhaps inject oxygen in the bloodstream, ignoring the other effects like pain, bruising, reduced blood flow and reduced mobility.
Target caps have other negative consequences aside from blobbing:
- loss of control and introduction of "luck" in a competitive environment.
- immersion breaking in a game trying to be immersive.
- lowers the skill ceiling of active target selection.
- prevents individualy balancing abilities to be engaging/added variety.
We could discuss all these just as much as we do blobbing.
The core of the discussion would still be: AoE target caps have negative effects on the game.As I pointed out already the main reason we stack now is to counter the unlimited AOE fire pots.
This makes no sense. You stack to counter the only in game element that has no cap and is the most destructive to stacking players? Oo
Actually it DOES makes sense. They stack because of the of capabilities of group healing, purge and barrier. In numbers they can muscle their way through the damage the oil pots put out.
This is one of the reasons people are against removing the caps. Right now they can muscle through something that has no cap and provides a LOT of damage. They muscle through the damage output currently with caps on their healing. The removal of caps makes this blob THAT much stronger since now they are capable of healing more people in the group with less effort.
I imagine moving through the oil pots now is simply a huge and dangerous endeavor as your healing and damage warding is highly limited.
Healing should remain checked with a level of cap or alternatively it should be reduced in its power. Players heal for way too much in Cyrodill.
Cyrodills current design is so defensive focused it pretty much seems intended they wanted garbage players to ball up and rely on each other for random invulnerability and favorable defensive abilities.
the point went so far over some peoples heads, its staggering.
still no response from zos about aoe caps
Shaun98ca2 wrote: »frosth.darkomenb16_ESO wrote: »frosth.darkomenb16_ESO wrote: »Wut? The absence of something can very much cause effects.
Something that doesn't exist can't cause anything for obvious reasons.
The absence of food causes starvation, the absence of oxygen causes asphyxiation. If we have knowledge of several systems and observe the lack of one element from one to the other, we can deduce that the variation of results is due to that one element that changed.
If I started choking you, you would go from a "normal" state to a state of "lacking oxygen". The root cause here is clearly that I have my hands wrapped around your neck, yet you would argue that all we know is that "oxygen may be needed" and the root cause may be something else.
This is what happenned with eso. We had a "normal state" of pvp, then one element changed, "the aoe cap is a thing that exists", and we went on to a state where "blobbing is the main strategy".
This is a simple observation, the cause of the shift in player behaviours is the introduction of the knowledge about target caps.
But the great thing here is that we have several decades of game design history to draw from to know exactly why such effects occured after that change. And it was predictable and kind of disapointing that Zos made that mistake.Let's put it another way:
- Something gives players a reason to "blob"
- If unlimited AOE's existed they might give players a reason to not "blob" - Depending on which reason wins out players would either continue to blob or spread out.
My point is if blobbing is the problem address the reasons why players blob rather insisting on one and only one deterrent to blobbing.
I understand now, you see things in a backwards manner because of an other emphasis of feedback regarding only one of the effects and why it should be considered negative.
Blobbing, as an effect, is an issue, but uncapped aoe aren't suggested as a deterent to it.
In a "normal state", we wouldn't need deterrent to blobbing as it simply wouldn't give any uncounterable advantages.
Uncapped aoes aren't a solution here, the presence of caps is the issue in the first place.
We discuss blobbing a lot as it is an observable negative consequence of that change. It is the most destructive effect, so people notice it and it is in the frontline of the discussions.
But if, as you suggest we try to do, there were other mechanics in the game strong enough to prevent blobbing, aoe target caps would still be the issue.
It would be a bandaid fix: we would just have treated the symptoms rather than the disease. To go back at the choking example, you would perhaps inject oxygen in the bloodstream, ignoring the other effects like pain, bruising, reduced blood flow and reduced mobility.
Target caps have other negative consequences aside from blobbing:
- loss of control and introduction of "luck" in a competitive environment.
- immersion breaking in a game trying to be immersive.
- lowers the skill ceiling of active target selection.
- prevents individualy balancing abilities to be engaging/added variety.
We could discuss all these just as much as we do blobbing.
The core of the discussion would still be: AoE target caps have negative effects on the game.As I pointed out already the main reason we stack now is to counter the unlimited AOE fire pots.
This makes no sense. You stack to counter the only in game element that has no cap and is the most destructive to stacking players? Oo
Actually it DOES makes sense. They stack because of the of capabilities of group healing, purge and barrier. In numbers they can muscle their way through the damage the oil pots put out.
This is one of the reasons people are against removing the caps. Right now they can muscle through something that has no cap and provides a LOT of damage. They muscle through the damage output currently with caps on their healing. The removal of caps makes this blob THAT much stronger since now they are capable of healing more people in the group with less effort.
I imagine moving through the oil pots now is simply a huge and dangerous endeavor as your healing and damage warding is highly limited.
Shaun98ca2 wrote: »frosth.darkomenb16_ESO wrote: »frosth.darkomenb16_ESO wrote: »Wut? The absence of something can very much cause effects.
Something that doesn't exist can't cause anything for obvious reasons.
The absence of food causes starvation, the absence of oxygen causes asphyxiation. If we have knowledge of several systems and observe the lack of one element from one to the other, we can deduce that the variation of results is due to that one element that changed.
If I started choking you, you would go from a "normal" state to a state of "lacking oxygen". The root cause here is clearly that I have my hands wrapped around your neck, yet you would argue that all we know is that "oxygen may be needed" and the root cause may be something else.
This is what happenned with eso. We had a "normal state" of pvp, then one element changed, "the aoe cap is a thing that exists", and we went on to a state where "blobbing is the main strategy".
This is a simple observation, the cause of the shift in player behaviours is the introduction of the knowledge about target caps.
But the great thing here is that we have several decades of game design history to draw from to know exactly why such effects occured after that change. And it was predictable and kind of disapointing that Zos made that mistake.Let's put it another way:
- Something gives players a reason to "blob"
- If unlimited AOE's existed they might give players a reason to not "blob" - Depending on which reason wins out players would either continue to blob or spread out.
My point is if blobbing is the problem address the reasons why players blob rather insisting on one and only one deterrent to blobbing.
I understand now, you see things in a backwards manner because of an other emphasis of feedback regarding only one of the effects and why it should be considered negative.
Blobbing, as an effect, is an issue, but uncapped aoe aren't suggested as a deterent to it.
In a "normal state", we wouldn't need deterrent to blobbing as it simply wouldn't give any uncounterable advantages.
Uncapped aoes aren't a solution here, the presence of caps is the issue in the first place.
We discuss blobbing a lot as it is an observable negative consequence of that change. It is the most destructive effect, so people notice it and it is in the frontline of the discussions.
But if, as you suggest we try to do, there were other mechanics in the game strong enough to prevent blobbing, aoe target caps would still be the issue.
It would be a bandaid fix: we would just have treated the symptoms rather than the disease. To go back at the choking example, you would perhaps inject oxygen in the bloodstream, ignoring the other effects like pain, bruising, reduced blood flow and reduced mobility.
Target caps have other negative consequences aside from blobbing:
- loss of control and introduction of "luck" in a competitive environment.
- immersion breaking in a game trying to be immersive.
- lowers the skill ceiling of active target selection.
- prevents individualy balancing abilities to be engaging/added variety.
We could discuss all these just as much as we do blobbing.
The core of the discussion would still be: AoE target caps have negative effects on the game.As I pointed out already the main reason we stack now is to counter the unlimited AOE fire pots.
This makes no sense. You stack to counter the only in game element that has no cap and is the most destructive to stacking players? Oo
Actually it DOES makes sense. They stack because of the of capabilities of group healing, purge and barrier. In numbers they can muscle their way through the damage the oil pots put out.
This is one of the reasons people are against removing the caps. Right now they can muscle through something that has no cap and provides a LOT of damage. They muscle through the damage output currently with caps on their healing. The removal of caps makes this blob THAT much stronger since now they are capable of healing more people in the group with less effort.
I imagine moving through the oil pots now is simply a huge and dangerous endeavor as your healing and damage warding is highly limited.