Mojomonkeyman wrote: »no, its really not, and i have been dominating large zergs with smallmans since 2002, so your statement of "only zergs can beat zergs" is quite invalid. you are obviously a zerger and hate the idea of losing to a smallman, but it happens.
Yet you said this...."With AE caps, the biggest zerg always wins..." lol you don't get it, I suppose. your own statements are going way over your own head!
Maybe he doesn`t consider his smallscale group a zerg?
I think people would take this thread (which is very well thought out and spot on) more serious, if you guys would do the flirting part via PM?! Please?
adam_ascottb16_ESO2 wrote: »It is WAR, more WAR then PvP, the intended design is that, 24-60 players group up into a warband and take keeps and win skirmishes, gaining momentum, then seige a keep, overwhelm it and take it. That is the point. The side with higher numbers should always win. Reinforce and ambush them as they are setting up their seige equipment, and counterattack/retake it. One person spamming devouring swarm and AoEs killing everyone defending an entire keep against people solo is ***. I am glad its gone and you should be to.
I personally would like AoE cap to be lowered even more, single target/up to 4.
Multi CC/Snare and AoE spell spamming for partial kill credit sucks, encourage players to fight one on one. In large group battles. Make seige weapons do more damage then player abilities to groups of players.IMO they should be the major AoE to worry about in PvP. Make catapult projectiles slower (easier to avoid) but make it so that if you get off a hit its a one shot. To multiple players. Lower damage on all player AoE abilities based on effected targets up to the cap(reduce the effectiveness overall) this with buff to seige weapon damage IMO is the best route.
i have been dominating large zergs with smallmans since 2002
philip.ploegerb16_ESO wrote: »This thread getting so much hate is laughable.
I need to repeat this once again:
50 players standing on one spot.
Other side having 6 players.
50 players can hit every single of the enemies players, while most of themselves are invulnerable due to mechanics.
Are those people who hate so much in this thread still afraid with their 50 people, that those 6 people could gain in power?
Seriously:
AoE caps need to either go, or be adjusted to a number of players that's so large, that Zergballers lose their invulnerability .
And yes, Ultimate-generation would need to be nerfed too probably. Personally, I think it's over the top now already with the Warrior's guild passive and the Level 8-10 PvP-passive.
so 2 emp groups, already hard to kill, can pin everyone down in a 50 man zerg and wipe them more easily than they already do today? think through the consequences of your recommendations. removal of aoe caps will create other problems.
Bad logic is bad. The reason emperor groups are hard to kill is
1. Because of aoe caps
2. Because they are a well coordinated/setup group, how do you think they got emp + bunch of former emps in the first place? (Yes, even the emp farmers, farming makes them coordinated)
3. Because they have a DK emp that can keep dropping standards left and right for them.
Removing aoe caps would make the emp groups much more killable.
There is zero "proof" as to what killed Gw2 or if indeed it was ever killed. It's unknowable and subjective.
There is also zero proof that AOE cap removal will improve the game. It's a feature you want, but don't confuse it as a fact.
I think steps should be taken to discourage zerging and make smaller skirmishes more feasible, but I can get smaller skirmishes today without anything as drastic as an aoe cap removal. I remember 30 people standing motionless in daoc due to one aoe stun, and each getting decimated one by one. No thanks. Playing the game of who can fire the aoe first is no less mindless than spamming impulse.
Paladin_echo1 wrote: »There is zero "proof" as to what killed Gw2 or if indeed it was ever killed. It's unknowable and subjective.
There is also zero proof that AOE cap removal will improve the game. It's a feature you want, but don't confuse it as a fact.
I think steps should be taken to discourage zerging and make smaller skirmishes more feasible, but I can get smaller skirmishes today without anything as drastic as an aoe cap removal. I remember 30 people standing motionless in daoc due to one aoe stun, and each getting decimated one by one. No thanks. Playing the game of who can fire the aoe first is no less mindless than spamming impulse.
GW2 is still hitting hard. However their servers are run much better than these. I don't like the impulse spamming, but I would rather have at least 10 people able to be hit by an aoe rather than just 6. The zergballing is getting out of hand. You CANNOT target 6 people specifically. And if that is not enough the siege seems to have a cap on it too. I hope they do take better steps to get rid of the zergball. Most Siege equipment does not even do enough damage to be taken seriously.
Where am I QQing?great logic....... More like QQ logic.
1. Former emp buff doesnt make you god. I do just fine without it.
2. Just because they coordinated to farm emp doesnt make them any good at the game.
3. what do you think removing AE caps would do to the groups that are full of good people?
br-shield current emp but no where near as strong as perm or luvboard when they have emp. I cant imagine them with emp and no AE cap it would be hilarious.
Emp groups, even the farmer ones, have more coordination than a random pulsar zerg. ie, that is the reason they "can pin everyone down in a 50 man zerg". Nothing to do w/ aoe caps.so 2 emp groups, already hard to kill, can pin everyone down in a 50 man zerg and wipe them more easily than they already do today? think through the consequences of your recommendations. removal of aoe caps will create other problems.
Where am I QQing?great logic....... More like QQ logic.
1. Former emp buff doesnt make you god. I do just fine without it.
2. Just because they coordinated to farm emp doesnt make them any good at the game.
3. what do you think removing AE caps would do to the groups that are full of good people?
br-shield current emp but no where near as strong as perm or luvboard when they have emp. I cant imagine them with emp and no AE cap it would be hilarious.
1 - I never said former emp buff makes you godlike, way to put words in my mouth. The emp himself is powerful, and a DK emp acts as the spearhead for their blob - invasion + standards left and right.
2 - I was responding to this,Emp groups, even the farmer ones, have more coordination than a random pulsar zerg. ie, that is the reason they "can pin everyone down in a 50 man zerg". Nothing to do w/ aoe caps.so 2 emp groups, already hard to kill, can pin everyone down in a 50 man zerg and wipe them more easily than they already do today? think through the consequences of your recommendations. removal of aoe caps will create other problems.
3 - Are you seriously implying that removing aoe caps will suddenly make groups of good players lose to bunches of bad players? For real? I'm not in the twilight zone or something? Here is exactly what groups of good players would do: spread the hell out and not stand in the red circle.
Without aoe cap, blobs of good players can still cut through the random masses, but they will have to adapt additional tactics to what they do now (ie. stealth approaches rather than stacking up and spamming heals in full view). And when they encounter another coordinated group, they'll have to spread out to mitigate aoe dmg.
Meanwhile opposing groups can split up into stealth bomb groups to hit blobs much more effectively than can be done currently. This meta would make blob formations entail risk by creating stronger counterplay options than we have now.
And on ult generation, of course removing the cap on that would be insane. Removing aoe cap doesn't have to change ult generation cap at all.
Paladin_echo1 wrote: »There is zero "proof" as to what killed Gw2 or if indeed it was ever killed. It's unknowable and subjective.
There is also zero proof that AOE cap removal will improve the game. It's a feature you want, but don't confuse it as a fact.
I think steps should be taken to discourage zerging and make smaller skirmishes more feasible, but I can get smaller skirmishes today without anything as drastic as an aoe cap removal. I remember 30 people standing motionless in daoc due to one aoe stun, and each getting decimated one by one. No thanks. Playing the game of who can fire the aoe first is no less mindless than spamming impulse.
GW2 is still hitting hard. However their servers are run much better than these. I don't like the impulse spamming, but I would rather have at least 10 people able to be hit by an aoe rather than just 6. The zergballing is getting out of hand. You CANNOT target 6 people specifically. And if that is not enough the siege seems to have a cap on it too. I hope they do take better steps to get rid of the zergball. Most Siege equipment does not even do enough damage to be taken seriously.
Perphection wrote: »Between the AOE cap, and the current state of Forward Camps this games PvP has really gone down hill.
p_tsakirisb16_ESO wrote: »pitdemon_ESO wrote: »The day I stop PvPing is the day I cancel my sub, but I've given up objective-based gameplay and grouping in general until this is fixed.
When I want PvP now, going back to War of the Roses.
I will keep my sub in TESO for the time been, playing with friends and help them with quests etc. But until they fix the Vampires and some of their synergies
(eg Bat Swarm -> Standard of might from the same DK Vamp in less than 10 seconds) I will stay away.
As TESO is right now, you cannot fight with weapons at all. Is pointless and useless to go for non magicka build. And no matter how good I am with my magicka build Templar (and indeed I am), is boring and not fun.
Should be called "The Elder Spellcasters Online".
HazardousNovex wrote: »My thoughts earlier in the game were that the caps should have been removed, but I have changed my mind about that, today my group was killing a massive group on the opposing side, there was quite possibly 50+ players in the enemy group. I charged in and hit a synergy, which seemed to have been an ability without an AoE cap and my ultimate instantly went to 388%. We wiped their zerg so easily just because of this boost at the start of the battle.
This subject is a fragile one, with different views and opinions on either side, I just think it is better off with the cap, The removal of the cap would essentially allow people to wipe dozens of players solo, a repeat of the 'bat swarm epidemic'.
synergies are meant to have caps. that would fix your issue i think
HazardousNovex wrote: »synergies are meant to have caps. that would fix your issue i think
It wouldn't fix my issue at all, I gained that much ultimate because my ability hit so many people, what I am trying to point out is that one cast of impulse without a cap could fill your ultimate completely, allowing people to be extremely powerful, increasing in power, the more people there are. This is exactly what people complained about when the OP vampire builds were used.
I agree that a smaller, coordinated group should be able to take out a larger, less disciplined group, but I just don't believe this is the way to do it, a fight should be decided on what tactics you use.
http://tamrielfoundry.com/topic/ultimate-gain-from-damage-demystified/
This explains ultimate gain in the game, I have tested and found that I can get about 5 ultimate per person I hit, decided by factors such as critical and damage. My ultimate costs 128, which means I could run into a group of 25, use impulse once and drop my ultimate, rinse and repeat until they're dead.
This is not the kind of gameplay I find fun.
And on ult generation, of course removing the cap on that would be insane. Removing aoe cap doesn't have to change ult generation cap at all.