xsorusb14_ESO wrote: »TheFalcon19 wrote: »How can people not realize what would happen without the aoe cap?
The two main reasons against the aoe cap is just not valid:
1. wrecking balls exist because of the aoe cap:
yes this is true, but thanks to the aoe cap there's a limit to their damage and their individual ultimate regen, so they usually fall against numbers and they are not that hard to wipe with a smaller group if you use a proper tactic.
Now the lack of an aoe cap would give them an even bigger reason to exist since all of their aoes would hit everyone all the time. Imagine that damage output, and the fact that their dots would tick on all enemies at once, so one elemental ring->ultimate ready->infinite ultimate. You think it's bad now? Imagine pvp where everyone in the wrecking ball group is spamming infinte batswarm.
2. no aoe cap would promote solo play and individual skill:
No it wouldn't, because you could just sneak into large groups of enemies, spam aoe and infinite ultimates and you would probably win. That's no skill, that's just stupid. I mean you people call wrecking balls 'noobs who spam 2 buttons and win', yet technically you would become a 'noob who spams two buttons and wins'. Believe me, the average pvper would hate these solo aoe spammers just as much (or even more) than they hate wrecking balls.
You might say that this is just the worst case scenario and it probably wouldn't happen, but there's one thing the players of eso have proven over and over again: if there's something to abuse they will find it and abuse it. People saw that light armor and staves=higher damage and better survivability, now almost 95% players use that.
If people saw that aoe spamming=even higher damage then now, plus instant ultimates and almost garanteed survival, almost everyone would become either part of a wrecking ball or a ganker who spams Shooting Stars on groups. So we would be back to the same problem people have with pvp now, only worse.
So yeah with the current game mechanics no aoe cap is no good.
Now, if ultimate gains were different and if all skills would increase cost by 50% on every repeated cast that would be a different story.
1. There isn't a limit to their damage, Only way to stop their damage is to stack like them. You're also not wiping them with a smaller group either. Lets talk about that damage output you're talking about as well, unless you're stacking like them..Their Damage output will be the same... If you're not stacking like them, then you receive the same amount of damage as always. In otherwords, if 24 people cast 24 impulses on a group of 6, all 6 of those players are taking 24 impulses. Removing the Caps would allow that group of 6 to sneak up onto that 24 and potentially wipe a large amount of them if that 24 were stacking which is how it should be. Finally.. Ultimate in this game is capped based on Skill use. Which means that if your Impulse could hit 24 people, you'd still not get anymore ultimate then if it hit 6 people...The current cap for most abilities is 15. Now there was a bug recently that i believe was fixed that basically allowed each individual dot of fire ring to also do 15 ultimate. But that was changed.
2. Again, Ultimates have a cap..so that's wrong. As for your chances of a solo player sneaking into a Large Group..Most likely after groups were wiped a few times they wouldn't stack anymore like Herp a Derps outside a keep or tower...At least that's how it worked in DAOC. Rewarding bad players for stacking is not my idea of rewarding skill.
AOE caps would remove wrecking ball groups, aka zerg balls from the game because those groups would be ganked in seconds if they stacked.
Your fears are pretty much hilariously wrong...
https://www.youtube.com/watch?v=_2BqTrX8zVk&list=UUXpX7JMwRXtczc5GTrIYRIw
Hypertionb14_ESO wrote: »xsorusb14_ESO wrote: »TheFalcon19 wrote: »How can people not realize what would happen without the aoe cap?
The two main reasons against the aoe cap is just not valid:
1. wrecking balls exist because of the aoe cap:
yes this is true, but thanks to the aoe cap there's a limit to their damage and their individual ultimate regen, so they usually fall against numbers and they are not that hard to wipe with a smaller group if you use a proper tactic.
Now the lack of an aoe cap would give them an even bigger reason to exist since all of their aoes would hit everyone all the time. Imagine that damage output, and the fact that their dots would tick on all enemies at once, so one elemental ring->ultimate ready->infinite ultimate. You think it's bad now? Imagine pvp where everyone in the wrecking ball group is spamming infinte batswarm.
2. no aoe cap would promote solo play and individual skill:
No it wouldn't, because you could just sneak into large groups of enemies, spam aoe and infinite ultimates and you would probably win. That's no skill, that's just stupid. I mean you people call wrecking balls 'noobs who spam 2 buttons and win', yet technically you would become a 'noob who spams two buttons and wins'. Believe me, the average pvper would hate these solo aoe spammers just as much (or even more) than they hate wrecking balls.
You might say that this is just the worst case scenario and it probably wouldn't happen, but there's one thing the players of eso have proven over and over again: if there's something to abuse they will find it and abuse it. People saw that light armor and staves=higher damage and better survivability, now almost 95% players use that.
If people saw that aoe spamming=even higher damage then now, plus instant ultimates and almost garanteed survival, almost everyone would become either part of a wrecking ball or a ganker who spams Shooting Stars on groups. So we would be back to the same problem people have with pvp now, only worse.
So yeah with the current game mechanics no aoe cap is no good.
Now, if ultimate gains were different and if all skills would increase cost by 50% on every repeated cast that would be a different story.
1. There isn't a limit to their damage, Only way to stop their damage is to stack like them. You're also not wiping them with a smaller group either. Lets talk about that damage output you're talking about as well, unless you're stacking like them..Their Damage output will be the same... If you're not stacking like them, then you receive the same amount of damage as always. In otherwords, if 24 people cast 24 impulses on a group of 6, all 6 of those players are taking 24 impulses. Removing the Caps would allow that group of 6 to sneak up onto that 24 and potentially wipe a large amount of them if that 24 were stacking which is how it should be. Finally.. Ultimate in this game is capped based on Skill use. Which means that if your Impulse could hit 24 people, you'd still not get anymore ultimate then if it hit 6 people...The current cap for most abilities is 15. Now there was a bug recently that i believe was fixed that basically allowed each individual dot of fire ring to also do 15 ultimate. But that was changed.
2. Again, Ultimates have a cap..so that's wrong. As for your chances of a solo player sneaking into a Large Group..Most likely after groups were wiped a few times they wouldn't stack anymore like Herp a Derps outside a keep or tower...At least that's how it worked in DAOC. Rewarding bad players for stacking is not my idea of rewarding skill.
AOE caps would remove wrecking ball groups, aka zerg balls from the game because those groups would be ganked in seconds if they stacked.
Your fears are pretty much hilariously wrong...
https://www.youtube.com/watch?v=_2BqTrX8zVk&list=UUXpX7JMwRXtczc5GTrIYRIw
you completly ignored his points... completly.. arguements like yours are basically proof of the one sided thought process
on point 1, AOE CAP is a limit on the balls, just as it is on you.. each person in the ball can only hit 6 people, or more depending on the skill. The differance is the simply fact that greater numbers will always be greater than lesser numbers..
its simple math, 20 > 1
on point 2, thats how it was before the change and people complained ENDLESSLY about it... so yes it is right... Without the AOE cap a single person could easily gank entire zergs, and we have proof of how easily they can based on the history of this game..
your point about stacking in a tower? the removal of a cap would do nothing to combat this...
The thing is, reverting the AOE cap away would effectively combat AOE balls, as 1 or 2 skilled players could break a few before dying themselves. but this is what ZOS has done to make their game a even playing field for all players, not just the ones that dedicate themselves to it mindlessly in order to say they have "skillz"
firstdecan wrote: »firstdecan wrote: »What really bugs me about the AoE caps is that their implementation has changed pvp from somewhat realistic siege warfare into completely unrealistic train-bombing zerg groups.
If your AoE is capped at 6 targets, this encourages large groups of players to stack on top of each other as a defense to it. If you have 30 people in a 5 meter circle, you know that only 6 of them are going to get hit by that incoming AoE attack.
Train bombing groups are no fun at all, and they turn pvp into a cheesefest - a cheap tactic that outperforms all other playstyles simply because game mechanics say so.
The AoE caps need to be removed entirely. Let one AoE spell hit 50-100 players if they're within range. This will force players to spread out, it will encourage a more realistic battlefield, and it will wind up creating more spread out, small scale fights where Melee builds stand a chance.
How exactly will this help mêlée builds? All it will do is encourage increased use of AoE abilities, increase the use of "stick and dress" builds, and make mêlée even less effective. No AoE cap is going to force people to spread out, you'll just see them continuing to zerg and spamming AoEs.
The cap is fine. It isn't there to prevent a smaller group from fighting a larger group. At a 6:1 ratio, 4 people can affect a fully formed raid (assuming equal distribution, which will not happen), although realistically you wouldn't want to be outnumbered more than 4 or 3 to one. The AoE cap is there to prevent large zergs from spamming it and completely decimating anything in its path.
Queue the l2p responses in 3, 2, 1......
You really dont understand how this works, do you?
{snip}
I understand that mechanic. You want the ability that vamps used to have where a single player could walk into a crowd of enemies, spam one or two abilities with impunity and call it 'skills' or 'strategy.' You have very verbosely explained one consequence of the AoE cap, and due to a myopic preconception completely failed to understand any other ramification of the mechanic. What one player or a small number of players can do, a large number of players can do with much greater effect. If you don't think stacking 20 unlimited AoEs is more effective than stacking 2 or 3 unlimited AoEs, you should start having someone else balance your checkbook.
.
were you even in pvp when the vamp batswarm thing was the big issue? if you were you would realise it wasnt the cap per-se that was the issue there. it was that while in batswarm you cant be targetted. plus with ultimate cost reduction stacking it made batswarm pretty much spammable. the lack of cap just meant that you could kill more folk , but the problem was mainly that folk using it could spam it and couldnt be killed.
batswarm is still a nighmare cos you cant be targetted. yes the cap means its not as lethal , and ultimate cant be gained as fast. but the issue then wasnt the lack of a cap.
Wifeaggro13 wrote: »Careful planning good strategy would trump numbers much like real life.
Have you ever heard the term "i would rather have army of sheep led by a lion then an army of lions led by a sheep" quote Genghis Kahn .
firstdecan wrote: »firstdecan wrote: »firstdecan wrote: »What really bugs me about the AoE caps is that their implementation has changed pvp from somewhat realistic siege warfare into completely unrealistic train-bombing zerg groups.
If your AoE is capped at 6 targets, this encourages large groups of players to stack on top of each other as a defense to it. If you have 30 people in a 5 meter circle, you know that only 6 of them are going to get hit by that incoming AoE attack.
Train bombing groups are no fun at all, and they turn pvp into a cheesefest - a cheap tactic that outperforms all other playstyles simply because game mechanics say so.
The AoE caps need to be removed entirely. Let one AoE spell hit 50-100 players if they're within range. This will force players to spread out, it will encourage a more realistic battlefield, and it will wind up creating more spread out, small scale fights where Melee builds stand a chance.
How exactly will this help mêlée builds? All it will do is encourage increased use of AoE abilities, increase the use of "stick and dress" builds, and make mêlée even less effective. No AoE cap is going to force people to spread out, you'll just see them continuing to zerg and spamming AoEs.
The cap is fine. It isn't there to prevent a smaller group from fighting a larger group. At a 6:1 ratio, 4 people can affect a fully formed raid (assuming equal distribution, which will not happen), although realistically you wouldn't want to be outnumbered more than 4 or 3 to one. The AoE cap is there to prevent large zergs from spamming it and completely decimating anything in its path.
Queue the l2p responses in 3, 2, 1......
You really dont understand how this works, do you?
{snip}
I understand that mechanic. You want the ability that vamps used to have where a single player could walk into a crowd of enemies, spam one or two abilities with impunity and call it 'skills' or 'strategy.' You have very verbosely explained one consequence of the AoE cap, and due to a myopic preconception completely failed to understand any other ramification of the mechanic. What one player or a small number of players can do, a large number of players can do with much greater effect. If you don't think stacking 20 unlimited AoEs is more effective than stacking 2 or 3 unlimited AoEs, you should start having someone else balance your checkbook.
.
were you even in pvp when the vamp batswarm thing was the big issue? if you were you would realise it wasnt the cap per-se that was the issue there. it was that while in batswarm you cant be targetted. plus with ultimate cost reduction stacking it made batswarm pretty much spammable. the lack of cap just meant that you could kill more folk , but the problem was mainly that folk using it could spam it and couldnt be killed.
batswarm is still a nighmare cos you cant be targetted. yes the cap means its not as lethal , and ultimate cant be gained as fast. but the issue then wasnt the lack of a cap.
I've been playing since early beta. Apparently you missed the full vamp raids that would do nothing but spam the bats. The point wasn't about the bats specifically, the point was that unlimited AoEs will not stop the zerging. Many AoEs can be used to steamroll through, think about a swarm of DKs spamming talons or inhale.
Could a well placed uncapped AoE break up a zerg? Yes it could. It doesn't change the fact that that same AoE will be much more powerful when spammed by 20 people instead of a small number. And the way the cap currently is, you can still use AoEs against 6x as many players as your group is facing. A smaller group can still hold off a larger group, I've done it, there's simply limits. PvP in Cyrodiil wasn't created with the specific intention that every battle would be a recreation of Thermopylae, superior numbers is a basic strategy that's normally very successful.
Changing the caps will not have a positive effect. Cyrodiil is meant to be a large scale battlefield, if you're upset about getting killed by superior numbers (which does frustrate me from time to time), play a less populated campaign, or be patient until Zen rolls out the smaller scale PvP. Undoing the AoE caps will just make zergs stronger.
xsorusb14_ESO wrote: »Volley flat out needs a nerf...So caps are the least of its worries.
Arsenic_Touch wrote: »xsorusb14_ESO wrote: »Volley flat out needs a nerf...So caps are the least of its worries.
Are you trying to be funny? volley needing a nerf? ....
xsorusb14_ESO wrote: »Arsenic_Touch wrote: »xsorusb14_ESO wrote: »Volley flat out needs a nerf...So caps are the least of its worries.
Are you trying to be funny? volley needing a nerf? ....
Blah..I meant to say buff
I'll edit that lol
Description:
Re-Use Timer: 10 Minutes
Grants a 100% bonus to avoid being interrupted by any form of attack when casting a spell. The effect of the spell cast will be reduced to the percentages listed.
Effect:
+ Rank 1: 25%
+ Rank 2: 35%
+ Rank 3: 50%
+ Rank 4: 60%
+ Rank 5: 75%
Uncapped AOE DMG in Eso wouldn't work great. There are not the right mechanics to begin with.
Some mentioned DAOC, the reason uncapped AOE worked in that game, was bound to the fragil casters. For those of you, that are not familiar with the DAOC System:
Anything could completly interrupt your casting, there has been no Instant AOE DMG, you had to cast for~1.5 to 2.5 Seconds for every AOE. During that time you could get interrupt by Melee Hits, Debuffs, just say anything that effects you for 100%. The only chance to cast all out, was with MOC, an PvP unlocked Ability.Description:
Re-Use Timer: 10 Minutes
Grants a 100% bonus to avoid being interrupted by any form of attack when casting a spell. The effect of the spell cast will be reduced to the percentages listed.
Effect:
+ Rank 1: 25%
+ Rank 2: 35%
+ Rank 3: 50%
+ Rank 4: 60%
+ Rank 5: 75%
If the AOE cap is removed, than EVERY AOE in this Game should get a casttime around 2 Seconds.
Please forgive my nooby question. I haven't played pvp in any MMO but I've followed this topic. Would not friendly fire of some extent prevent zerballing?
why don't they just reduce the size of aoes in pvp? Rather than capping it.
Seems stupid that I can lay my wall of element in pvp and have it hit 50 people and only 6 are effected by it...that doesn't seem right...
If zeni wants to force small fights...they have the tech to do it, they call that instancing...
The whole point of an open map like in this game is the epic and huge fights that occur from it.
Locking an aoe to a few targets, regardless of size is the wrong thing to do.
You mean to tell me that if I drop my storm atronoch into a mass of enemies his aoe and stun will hit only 6 people?
If im getting chased down and I drop my aoe root only 6 will get hit? Again...not a good idea.
Why not just go fill *** and have players only effected by a total of 6 attacks regardless of how many people are hitting him?
What does this accomplish other than pissing most people off?
Heres an idea, if you want better stability and performance...CAP EFFECTS RENDERED! That's right give me the option to only show raid member effects. Give me an option to reduce drawn skills on my screen.
If your group is bigger than 6 members gain 75% damage reduction.
Problem solved, bigger Zerg will now always win the final battle @ Keep Flag
firstdecan wrote: »Could a well placed uncapped AoE break up a zerg? Yes it could. It doesn't change the fact that that same AoE will be much more powerful when spammed by 20 people instead of a small number. And the way the cap currently is, you can still use AoEs against 6x as many players as your group is facing. A smaller group can still hold off a larger group, I've done it, there's simply limits. PvP in Cyrodiil wasn't created with the specific intention that every battle would be a recreation of Thermopylae, superior numbers is a basic strategy that's normally very successful.
xsorusb14_ESO wrote: »Volley flat out needs a buff...So caps are the least of its worries.