Nox_Aeterna wrote: »@Nox_Aeterna
If the only reason a zerg isn't being shredded by 6 guys is because of an arbitrary target cap to AoE, there are two failures in the game design instead of one.
Can you honestly look at this game right now and say that isnt the case?
The reality is , the AoE caps are a small fix for a huge problem that zen still cant fix after months since launch.
Nox_Aeterna wrote: »@Nox_Aeterna
If the only reason a zerg isn't being shredded by 6 guys is because of an arbitrary target cap to AoE, there are two failures in the game design instead of one.
Can you honestly look at this game right now and say that isnt the case?
The reality is , the AoE caps are a small fix for a huge problem that zen still cant fix after months since launch.
Indeed. It absolutely is the case. But AoE capping isn't a solution, it's part of the problem with this studio. They throw these temporary fixes at the game and move on to the next temporary fix resulting in a low quality product. There's a huge need to reign in a myriad of imbalanced mechanics, yet instead they're more likely to compound the system with more imbalance (ex: Spell Crafting) than permanently fix anything in any relatively nearby time frame (likely not in 2014).
I get they're way behind on their console release schedule and had projected initially to have big DLC style content releases every 4-6 weeks, but so far the "big releases" are just content that got delayed from launch, and with the bugs they implement in every single patch they're working against themselves actually fixing existing long standing problems by creating new ones to fix every month. Even when they finally add the Crime System, Dark Brotherhood, Theives Guild, and Imperial City, (I'd even throw player housing in there) the long standing TES fanbase will just feel like ZOS has completed the game rather than expanded on it.
Yeah, I get they need to prioritize things, but it's not really an option to pick and choose what to fix and what not to fix, playing a triage of sorts with features in a sub based MMO. Different players play for differing reasons with dependence more on one thing than another. If the thing the player finds to be important is left to the way side (ex: PvP mechanics, build equality, and skill balance) they will often themselves feel left to the way side by the developers and return the gesture by leaving the game to the way side. It's not healthy. Subscribers have friends they play with that are also subscribers, you lose one of those friends you're likely to lose all of them.
Tricky business these MMOs. But temporary fix after temporary fix turns your game into exactly that: a temporary fix for players until they can get something else.
poodlemasterb16_ESO wrote: »Nox_Aeterna wrote: »@Nox_Aeterna
If the only reason a zerg isn't being shredded by 6 guys is because of an arbitrary target cap to AoE, there are two failures in the game design instead of one.
Can you honestly look at this game right now and say that isnt the case?
The reality is , the AoE caps are a small fix for a huge problem that zen still cant fix after months since launch.
Indeed. It absolutely is the case. But AoE capping isn't a solution, it's part of the problem with this studio. They throw these temporary fixes at the game and move on to the next temporary fix resulting in a low quality product. There's a huge need to reign in a myriad of imbalanced mechanics, yet instead they're more likely to compound the system with more imbalance (ex: Spell Crafting) than permanently fix anything in any relatively nearby time frame (likely not in 2014).
I get they're way behind on their console release schedule and had projected initially to have big DLC style content releases every 4-6 weeks, but so far the "big releases" are just content that got delayed from launch, and with the bugs they implement in every single patch they're working against themselves actually fixing existing long standing problems by creating new ones to fix every month. Even when they finally add the Crime System, Dark Brotherhood, Theives Guild, and Imperial City, (I'd even throw player housing in there) the long standing TES fanbase will just feel like ZOS has completed the game rather than expanded on it.
Yeah, I get they need to prioritize things, but it's not really an option to pick and choose what to fix and what not to fix, playing a triage of sorts with features in a sub based MMO. Different players play for differing reasons with dependence more on one thing than another. If the thing the player finds to be important is left to the way side (ex: PvP mechanics, build equality, and skill balance) they will often themselves feel left to the way side by the developers and return the gesture by leaving the game to the way side. It's not healthy. Subscribers have friends they play with that are also subscribers, you lose one of those friends you're likely to lose all of them.
Tricky business these MMOs. But temporary fix after temporary fix turns your game into exactly that: a temporary fix for players until they can get something else.
Why hijack this thread for another pointless whine?
poodlemasterb16_ESO wrote: »Nox_Aeterna wrote: »@Nox_Aeterna
If the only reason a zerg isn't being shredded by 6 guys is because of an arbitrary target cap to AoE, there are two failures in the game design instead of one.
Can you honestly look at this game right now and say that isnt the case?
The reality is , the AoE caps are a small fix for a huge problem that zen still cant fix after months since launch.
Indeed. It absolutely is the case. But AoE capping isn't a solution, it's part of the problem with this studio. They throw these temporary fixes at the game and move on to the next temporary fix resulting in a low quality product. There's a huge need to reign in a myriad of imbalanced mechanics, yet instead they're more likely to compound the system with more imbalance (ex: Spell Crafting) than permanently fix anything in any relatively nearby time frame (likely not in 2014).
I get they're way behind on their console release schedule and had projected initially to have big DLC style content releases every 4-6 weeks, but so far the "big releases" are just content that got delayed from launch, and with the bugs they implement in every single patch they're working against themselves actually fixing existing long standing problems by creating new ones to fix every month. Even when they finally add the Crime System, Dark Brotherhood, Theives Guild, and Imperial City, (I'd even throw player housing in there) the long standing TES fanbase will just feel like ZOS has completed the game rather than expanded on it.
Yeah, I get they need to prioritize things, but it's not really an option to pick and choose what to fix and what not to fix, playing a triage of sorts with features in a sub based MMO. Different players play for differing reasons with dependence more on one thing than another. If the thing the player finds to be important is left to the way side (ex: PvP mechanics, build equality, and skill balance) they will often themselves feel left to the way side by the developers and return the gesture by leaving the game to the way side. It's not healthy. Subscribers have friends they play with that are also subscribers, you lose one of those friends you're likely to lose all of them.
Tricky business these MMOs. But temporary fix after temporary fix turns your game into exactly that: a temporary fix for players until they can get something else.
Why hijack this thread for another pointless whine?
True fans are critical. AoE capping is lazy game design. I want better for ESO. Fanboying around the forums is pointless hijacking of what should be a productive resource to a development team. I will persistently reject the delusion that ESO is on any kind of good footing at present, and I will continue to advocate for better design. ESO can be better, ZOS can do better, and I will persist to call for both. I expect no less from my customers with my work. If you find that to be a problem I frankly don't give five fahrenheit of a flaming ***.
spamming aoe isn't much of a tactic whether there's a cap or not. They really need to nerf impulse in general so it isn't such an overall be all end all spell.
frosth.darkomenb16_ESO wrote: »@Nox_Aeterna , you miss the point completely.
Everyone agrees that a larger group should, all things equal, win.
There are organic advantages in being a large force, and removing the caps will not change it at all.
It will actually help large un coordinated forces win more easily against those who previously stacked, while at the same time make them more vulnerable to actual coordination.
But trust me, aside from the first day after the patch, people will never stack again and no large group will ever get one shotted by a smaller group.
But all this is besides the point because the discussion is not about zerging, outnumbering, coordination or aoes spamming.
It's about the stacking tactic that can be used by any size of group of cap + 1.
It's an issue you encountere wether you are 10v10, 40 v40 or 10v40.
This mechanic enforces stacking in order to gain an advantage. An advantage that scales with numbers: 12 people get hit 50% of the time, 24 get hit 25%, and so on.
In other words, it is a mechanical advantage you cannot ignore.
The method is so advantageous it throws the entire game out of whack.
For instance, healing and buffing have no drawbacks, aoes are the only usable abilities, oil is op, large opposing groups end up fighting in the same physical space and the servers can barely hold on.
It also introduces large amounts of random luck in a competitive game and breaks immersion.
Other tactics are sub-optimal and can't be considered alternatives.
In decision theory, this is called a dominant strategy, it limits the breadth of viable choices to only one possible move.
You may have the "physical" ability to employ other techniques, and it may have some effect, but if you have access to stacking and not doing it, you're gimping yourself.
This is not only an issue of balance, but also about having an healthy game that keeps people interested on the long term.
mgoss79b14_ESO wrote: »frosth.darkomenb16_ESO wrote: »@Nox_Aeterna , you miss the point completely.
Everyone agrees that a larger group should, all things equal, win.
There are organic advantages in being a large force, and removing the caps will not change it at all.
It will actually help large un coordinated forces win more easily against those who previously stacked, while at the same time make them more vulnerable to actual coordination.
But trust me, aside from the first day after the patch, people will never stack again and no large group will ever get one shotted by a smaller group.
But all this is besides the point because the discussion is not about zerging, outnumbering, coordination or aoes spamming.
It's about the stacking tactic that can be used by any size of group of cap + 1.
It's an issue you encountere wether you are 10v10, 40 v40 or 10v40.
This mechanic enforces stacking in order to gain an advantage. An advantage that scales with numbers: 12 people get hit 50% of the time, 24 get hit 25%, and so on.
In other words, it is a mechanical advantage you cannot ignore.
The method is so advantageous it throws the entire game out of whack.
For instance, healing and buffing have no drawbacks, aoes are the only usable abilities, oil is op, large opposing groups end up fighting in the same physical space and the servers can barely hold on.
It also introduces large amounts of random luck in a competitive game and breaks immersion.
Other tactics are sub-optimal and can't be considered alternatives.
In decision theory, this is called a dominant strategy, it limits the breadth of viable choices to only one possible move.
You may have the "physical" ability to employ other techniques, and it may have some effect, but if you have access to stacking and not doing it, you're gimping yourself.
This is not only an issue of balance, but also about having an healthy game that keeps people interested on the long term.
Winner of the thread. This is exactly it. I wish people would calm down and read this. If you cannot grasp this concept, then you should go back to the kid's table.
If your group is bigger than 6 members gain 75% damage reduction.
If your group is bigger than 6 members gain 75% damage reduction.
Kronosphere wrote: »This Article: "Lets buff aoe, so aoe zergz dont aoe as much, by killing them with our aoe"
seriously did u *** write the end of mass effect 3 as well?
So AOE Caps cause zerg balls that spam AOE, but lack of AOE caps will cause slightly spread out zergs that spam AOE they just will kill more people doing it. If you take away the AOE cap would there be any reason to use anything other than AOE other than 1v1?
Say they take away AOE caps and you run in to a group of 20 people and hit elemental ring how long does it take to get full ultimate 5 seconds? Pop bats heal to full start again.
frosth.darkomenb16_ESO wrote: »So AOE Caps cause zerg balls that spam AOE, but lack of AOE caps will cause slightly spread out zergs that spam AOE they just will kill more people doing it. If you take away the AOE cap would there be any reason to use anything other than AOE other than 1v1?
Say they take away AOE caps and you run in to a group of 20 people and hit elemental ring how long does it take to get full ultimate 5 seconds? Pop bats heal to full start again.
You're under the wrong assumption that aoes have enough radius to hit 20 people that are spread out.
You're wrong.
If people don't stack, most aoes will barely hit 2-4 targets.
If people don't stack, pbaoes are easy to notice coming and avoid.
For ranged aoes, we have red rings on the ground to roll out of.
They'll be useful in certain situations, or as an opportunity move, but in general, aoes will have less of a use than single target abilities.
frosth.darkomenb16_ESO wrote: »So AOE Caps cause zerg balls that spam AOE, but lack of AOE caps will cause slightly spread out zergs that spam AOE they just will kill more people doing it. If you take away the AOE cap would there be any reason to use anything other than AOE other than 1v1?
Say they take away AOE caps and you run in to a group of 20 people and hit elemental ring how long does it take to get full ultimate 5 seconds? Pop bats heal to full start again.
You're under the wrong assumption that aoes have enough radius to hit 20 people that are spread out.
You're wrong.
If people don't stack, most aoes will barely hit 2-4 targets.
If people don't stack, pbaoes are easy to notice coming and avoid.
For ranged aoes, we have red rings on the ground to roll out of.
They'll be useful in certain situations, or as an opportunity move, but in general, aoes will have less of a use than single target abilities.
What is the radius on Impulse compared to the size of a breech or the flag at a resource? What about the average distance people are from the scroll runner on a scroll run?
frosth.darkomenb16_ESO wrote: »So AOE Caps cause zerg balls that spam AOE, but lack of AOE caps will cause slightly spread out zergs that spam AOE they just will kill more people doing it. If you take away the AOE cap would there be any reason to use anything other than AOE other than 1v1?
Say they take away AOE caps and you run in to a group of 20 people and hit elemental ring how long does it take to get full ultimate 5 seconds? Pop bats heal to full start again.
You're under the wrong assumption that aoes have enough radius to hit 20 people that are spread out.
You're wrong.
If people don't stack, most aoes will barely hit 2-4 targets.
If people don't stack, pbaoes are easy to notice coming and avoid.
For ranged aoes, we have red rings on the ground to roll out of.
They'll be useful in certain situations, or as an opportunity move, but in general, aoes will have less of a use than single target abilities.
What is the radius on Impulse compared to the size of a breech or the flag at a resource? What about the average distance people are from the scroll runner on a scroll run?
Absolutely!
AoE cap removal creates a need to act intelligently and would draw a line between the good and the bad.
If your group is bigger than 6 members gain 75% damage reduction.
If your group is bigger than 6 members gain 75% damage reduction.
frosth.darkomenb16_ESO wrote: »
Wifeaggro13 wrote: »ExiledKhallisi wrote: »So being smart = spamming impulse and standard? Lol..
A small party of common trolls could sneak around and pop out of thin air and press a few buttons.
yes called strategy now it will be a large party of common trolls doing massive zergs. The beauty of Cyrodil was Zergs were discouraged . strategy was involved and good leaders could decimate and disrupt a overwhelming force that was beating the daylights out of you.
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 .
frosth.darkomenb16_ESO wrote: »
I'm curious...why not just remove AOE from skills lines that everyone has access to (like Destructive Staff) and instead move them to class specific skill lines?
If your group is bigger than 6 members gain 75% damage reduction.
If your group is bigger than 6 members gain 75% damage reduction.