Maintenance for the week of September 8:
• PC/Mac: No maintenance – September 8
• PC/Mac: EU megaserver for maintenance – September 9, 22:00 UTC (6:00PM EDT) - September 10, 16:00 UTC (12:00PM EDT) https://forums.elderscrollsonline.com/en/discussion/682784

Elder Wars 2 Volume 3 (The Perfect AOE cap video)

  • uzul77
    uzul77
    Soul Shriven
    All I am reading is "my tactic doesn't work, the game has to change"
  • Lowbei
    Lowbei
    ✭✭✭✭✭
    uzul77 wrote: »
    All I am reading is "my tactic doesn't work, the game has to change"

    what i just read is "i dont know what im talking about"
  • Morvul
    Morvul
    ✭✭✭✭✭
    Sublime wrote: »
    For those worrying about AOE caps here is a little calculation about the healing without AOE caps. If they remove the cap on attack spells they should also remove them from healing spells.

    ...

    Greez,

    Sublime aka Letherblaka

    obviously caps should be gone from damage, healing, CC and what-have-you spells. I'm not quite sure what the point you're trying to make is?

    Some secondary spell-effekts would need some limits. Like maximum ultimate per spell activation; or maximum of self-buffs which are derived off number-of-targets-hit-by-spell.

    I don't believe anyone is seriosly arguing that simply removing all AoE caps without any further balancing of any skills at all will be perfekt...
    but from where I stand, I expect only minor rebalancing passes to be required for the benefit of a vastly improoved AoE cap free game
  • SBR_QuorTek
    SBR_QuorTek
    ✭✭✭
    Thing still is you can keep on using balancing and whatever else as an excuse and forget about the impact on the other sides of the game as well... think of the scenario... heeeey this skill do so much damage.. let us cut it down into half... then pve'rs really get the shaft when it is really needed for this and that situation in pve... being both into pvp and pve myself then I would hate to see that.

    If they want to remove the caps, keep the remaining stuff as it is and invite a couple of extra healers instead of DPS to even it out, but honestly... would it really solve all problems or is it just wishfull thinking.. for pvp I would really like having friendly fire play a role instead requireing much more discipline to actual use AOEs and also preventing people grouping up tightly.

    The other thing though.. does siege weapons have AOE Cap restrictions, I never really noticed or found out... but if not... how about just removing caps from ranged siege weapons and increasing the damage like 3 or 4 times making it way more lethal being hit by something coming at you from the sky, would make sense and of course only by the types that is designed for taking out meatbags.... there comes the zerg.. bam... zerg is at 30% tanks maybe still sitting at 50~60% HP, due to heavy armor, first hit... making a bunch of even single target hits making sense for what is going to happen next or something.
    Edited by SBR_QuorTek on August 1, 2014 4:40PM
  • Trayyacakes
    Trayyacakes
    ✭✭✭✭
    Thing still is you can keep on using balancing and whatever else as an excuse and forget about the impact on the other sides of the game as well... think of the scenario... heeeey this skill do so much damage.. let us cut it down into half... then pve'rs really get the shaft when it is really needed for this and that situation in pve... being both into pvp and pve myself then I would hate to see that.

    The thing is if you aren't going to have skills behave differently in PvP than PvE then you have to balance around pvp. PvE content can be adjusted, but a dev can't can't control PvP encounters.

    Edited by Trayyacakes on August 1, 2014 5:57PM
    Bjorn Uldnost
  • SBR_QuorTek
    SBR_QuorTek
    ✭✭✭
    Thing still is you can keep on using balancing and whatever else as an excuse and forget about the impact on the other sides of the game as well... think of the scenario... heeeey this skill do so much damage.. let us cut it down into half... then pve'rs really get the shaft when it is really needed for this and that situation in pve... being both into pvp and pve myself then I would hate to see that.

    The thing is if you aren't going to have skills behave differently in PvP than PvE then you have to balance around pvp. PvE content can be adjusted, but a dev can't can't control PvP encounters.

    Either way around, in pvp or a pvp contested area general behaviour of skills can be adjusted in those zones eg. how stun locks work and cooldowns on to how often you can stun/cc player X as well as adding AP cooldowns for same people meaning you cannot just farm away and much much more.

    Keep in mind if it get to easy in PvE the game will most likely die as there probably are more pve'ers than pvp'ers.

    Game should be centered about the majority though... you know it would be like the guy who got 20k votes becomes president against the one that has 20million votes scenario.

    We need fixes done to the game not half hearted solutions that would or could break it even more, and also it is easier to fix the 'mini' game PvP as it would be more about doing stuff that work vs players and not the enviroment.
  • frosth.darkomenb16_ESO
    frosth.darkomenb16_ESO
    ✭✭✭✭
    Thing still is you can keep on using balancing and whatever else as an excuse and forget about the impact on the other sides of the game as well... think of the scenario... heeeey this skill do so much damage.. let us cut it down into half... then pve'rs really get the shaft when it is really needed for this and that situation in pve... being both into pvp and pve myself then I would hate to see that.

    The thing is if you aren't going to have skills behave differently in PvP than PvE then you have to balance around pvp. PvE content can be adjusted, but a dev can't can't control PvP encounters.

    Game should be centered about the majority though

    Thankfully, no, it doesn't have to be.

    A video game, especially mmos trying to be virtual worlds, can't be designed by committe.
    As in reality, the popular solution is rarely the proper one, but in a game, we have well meaning overlords that can implement the best solution.
  • SBR_QuorTek
    SBR_QuorTek
    ✭✭✭
    Thing still is you can keep on using balancing and whatever else as an excuse and forget about the impact on the other sides of the game as well... think of the scenario... heeeey this skill do so much damage.. let us cut it down into half... then pve'rs really get the shaft when it is really needed for this and that situation in pve... being both into pvp and pve myself then I would hate to see that.

    The thing is if you aren't going to have skills behave differently in PvP than PvE then you have to balance around pvp. PvE content can be adjusted, but a dev can't can't control PvP encounters.

    Game should be centered about the majority though

    Thankfully, no, it doesn't have to be.

    A video game, especially mmos trying to be virtual worlds, can't be designed by committe.
    As in reality, the popular solution is rarely the proper one, but in a game, we have well meaning overlords that can implement the best solution.

    As long as you do mind that the forum junkies like us... are the severe minority... you me and maybe those 500 other people wasting our time here ;)
  • frosth.darkomenb16_ESO
    frosth.darkomenb16_ESO
    ✭✭✭✭
    Thing still is you can keep on using balancing and whatever else as an excuse and forget about the impact on the other sides of the game as well... think of the scenario... heeeey this skill do so much damage.. let us cut it down into half... then pve'rs really get the shaft when it is really needed for this and that situation in pve... being both into pvp and pve myself then I would hate to see that.

    The thing is if you aren't going to have skills behave differently in PvP than PvE then you have to balance around pvp. PvE content can be adjusted, but a dev can't can't control PvP encounters.

    Game should be centered about the majority though

    Thankfully, no, it doesn't have to be.

    A video game, especially mmos trying to be virtual worlds, can't be designed by committe.
    As in reality, the popular solution is rarely the proper one, but in a game, we have well meaning overlords that can implement the best solution.

    As long as you do mind that the forum junkies like us... are the severe minority... you me and maybe those 500 other people wasting our time here ;)

    Yes, forum goers are the severe minority and shouldn't be obeyed to either ways. There is this trend for the past few years to listen to the community as a PR move, but I have yet to see one company succeed on the long term by doing that. Maybe eve with their csm, but it is entirely different.
    Game design isn't a democracy but engineering. You wouldn't vote on how to construct a bridge, but you would take into account the local population's needs.

    The best thing we can do, as forum goers, is provide suggestions and constructive feedback, and the best things the devs can do is to pick the ideas that fit in their "Vision", regardless of popularity.

    In the case of aoe caps, however biased the population is, the most popular opinion seems to be their removal. But this shouldn't be taken into account.
    Even if no one knew they wanted the caps gone, they should be removed because they are an objectively bad game mechanic.
  • SBR_QuorTek
    SBR_QuorTek
    ✭✭✭
    They listen, they actually do, but they also log into the game and see if there is any hold to it, but keep in mind they certainly also know what would ravage the game and it is us players that ruin it for them by being irrational gamers or gamers with no sense or respect for the product presented for them.

    But everything takes time, they want to focus on the big issues first, as it is and for many other MMOs PvP is a minority group but it will get its turn, but it would most likely be by buffing certain skills up and down... eg. for the pulsar trains, add a 1-2 second cooldown on the skill and work around armor... heavy spell penetration only working from let us say 20 meters range vs players making the close range classes lesser vulnerable and more.
Sign In or Register to comment.