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AEcaps, zergballs and you

  • Lowbei
    Lowbei
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    yes, ulti should always have a cap to avoid ulti spam
  • Lava_Croft
    Lava_Croft
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    Isn't playing ESO much more fun than trying to make the AoE-cap problem look like a legitimate problem?
    Edited by Lava_Croft on July 21, 2014 12:52AM
  • Xsorus
    Xsorus
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    Lowbei 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.


    There is a cap on how much each ability will give you in terms of ultimate right now

    Right now, you don't for example get 30 Ultimate each time you do impulse, You can go check that right now if you want..

    The cap on ultimates is around 15 from what I understand, Meaning no matter how many people you hit with Impulse, the max amount of ultimate you will get is 15. Now there was a bug recently, and they fixed it where People would do Fire Ring for example, and get the initial 15 from the Impulse hit, and then each person they put the dot on also ended up giving 15 over time with the dot as well.

    Also the ability you hit that instantly sent your ultimate % up probably is broken and doesn't have a cap right now on its ultimate gain..I imagine its necrotic orb.


  • frosth.darkomenb16_ESO
    frosth.darkomenb16_ESO
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    There is a cap on how much each ability will give you in terms of ultimate right now

    Right now, you don't for example get 30 Ultimate each time you do impulse, You can go check that right now if you want..

    The cap on ultimates is around 15 from what I understand, Meaning no matter how many people you hit with Impulse, the max amount of ultimate you will get is 15. Now there was a bug recently, and they fixed it where People would do Fire Ring for example, and get the initial 15 from the Impulse hit, and then each person they put the dot on also ended up giving 15 over time with the dot as well.

    Also the ability you hit that instantly sent your ultimate % up probably is broken and doesn't have a cap right now on its ultimate gain..I imagine its necrotic orb.


    This. And even if it wasn't already the case, it would be the ideal fix to implement.

    In essence, ultimate generation is irrelevant to the discussion.

    The arbitrary target cap is, in my opinion, the last non addressed flaw of the game. Everything else is either fixed or has been mentioned during the Quakecon stream or is on its way for 1.3.
  • Lowbei
    Lowbei
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    can the pvers who do trials with 12 complain about bosses hitting more than 6 people?
  • Cody
    Cody
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    at least they are making arenas. that will kinda fix it(plus it will be awesome just to explore the imperial city. Oblivion brings back good memories)
  • frosth.darkomenb16_ESO
    frosth.darkomenb16_ESO
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    Lowbei wrote: »
    can the pvers who do trials with 12 complain about bosses hitting more than 6 people?

    If they are worried about unbalancing PvE, they can do a staged release.
    It is only critical to remove caps in PvP, as it has group scales and competitive nature where this "feature" is destructive.

    While removing caps in PvE would be great in the long run, it would mostly be for a matter of immersion and removing randomness from the game.

    If you take a look at this thread, you'll see there are plenty of ways to transform AoEs into mechanics that add depth to the game. And that would be beneficial for PvE as well.
  • Lowbei
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    i was being sarcastic, since i consider zergers and pvers to be the same
    Edited by Lowbei on July 21, 2014 9:03PM
  • Halrloprillalar
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    Columba 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.

    The problem with siege is a combination of 2 abilities. Barrier and Purge. The caps on both of those abilities is way higher than 6. There are 2 damage abilities that don't abide by the cap. one is the synergy for the last skill in undaunted, and the other is Caltrops. Purge and barrier are way more useful than both of those abilities.

    Dude you can't call caltrops and orb useless, they can be used in so many creative ways
  • HazardousNovex
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    Kirsika wrote: »
    @HazardousNovex‌
    Dude
    Kirsika wrote: »
    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.

    With the tests I did, I didn't notice a cap on ulti generation. It's not just that though. The battle frenzy ultimate gives me 25 ultimate per kill, so I could run into a big group and hit everyone with my AoE which makes it much harder for healers to heal and basically kill enough people in that first wave of attacks to gain ultimate and just loop the process.
    Novexus - VR12 Dragonknight

    DiE - Oceanic PvP
    www.dieguild.com.au
  • Lowbei
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    so, make non targetted heals group only and remove ae caps. fixed
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