If your group is bigger than 6 members gain 75% damage reduction.
If your group is bigger than 6 members gain 75% damage reduction.
If your group is bigger than 6 members gain 75% damage reduction.
If your group is bigger than 6 members gain 75% damage reduction.
Would be ironic that the server lag is the calculation of which 6 targets are getting hit.
Camelot unchained is right around the corner... well a years wait and hopefully get a proper RvR game without bugs such as aoes only hitting certain people in range.
Just because noobs can't think of any tactics other than zerging... don't mind them. Battlefields should be spread out. They've always been. IRL you could stab a friend more likely than a foe, in practically any situation other than a tight formation (roman turtles, greek phalanxes, etc).
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tordr86b16_ESO wrote: »Just because noobs can't think of any tactics other than zerging... don't mind them. Battlefields should be spread out. They've always been. IRL you could stab a friend more likely than a foe, in practically any situation other than a tight formation (roman turtles, greek phalanxes, etc).
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It is done by guilds, coordinated zerg trains (I'm looking at you AD) and spam elemental ring / pulsar, with batswarm and temps spamming breath of life. Basically, if you meet a coordinated group like this you're done for. I met a group like this on the wall tonight and the only tactic against this, for pugs anyways, is to flee.
If your group is bigger than 6 members gain 75% damage reduction.
Recent changes make me think zerg trains is what ZOS wants. Magicka still by far the strongest, nerf Resto staff that makes single target Magicka builds shine, everyone switches to Destro and Impulse zergs.
If your group is bigger than 6 members gain 75% damage reduction.
briandivisionb16_ESO wrote: »Recent changes make me think zerg trains is what ZOS wants. Magicka still by far the strongest, nerf Resto staff that makes single target Magicka builds shine, everyone switches to Destro and Impulse zergs.
Yep they've made oil harder to use, thus encouraging zerg trains even more.
It's just ignoring the playerbase. 50% of my guild have quit and there will be more to come.
Still no response from ZOS.
@ZOS_BrianWheeler - still alive?
Exactly. These sorts of skills would be a blessing and would fit nicely with the AW skill line.Would be ironic that the server lag is the calculation of which 6 targets are getting hit.
Camelot unchained is right around the corner... well a years wait and hopefully get a proper RvR game without bugs such as aoes only hitting certain people in range.
No, the AoE cap limits the amount the various objects in game have to message each other (if they chose this implementation) to calculate damage.
In some games they had to put AoE caps else the server would grind to an halt due to the endless "ping pong" it'd needed to do in order to calculate in real time all the endless overlapping damages applied to everybody in the area.
Of course this issue is not new. Nor are the solutions:
1) Players pull. Implemented in example in Warhammer with Magus and Engineer classes, they could literally pull several guys off their AoE group, usually making them landing in a melee grinding machine group that would butcher them.
2) Temporary anti-AoE specialized melee abilities, with drawbacks.
Those would be melee only abilities that would be generally worthless to use but would boost certain classes melee survivability when under AoE so they could hit and kill the AoE spammers.
3) Anti-zerg war machines. Weakish against most stuff but devastating vs zergs. ESO has an "embryo" of that.
Would be ironic that the server lag is the calculation of which 6 targets are getting hit.
Camelot unchained is right around the corner... well a years wait and hopefully get a proper RvR game without bugs such as aoes only hitting certain people in range.
No, the AoE cap limits the amount the various objects in game have to message each other (if they chose this implementation) to calculate damage.
In some games they had to put AoE caps else the server would grind to an halt due to the endless "ping pong" it'd needed to do in order to calculate in real time all the endless overlapping damages applied to everybody in the area.
Of course this issue is not new. Nor are the solutions:
1) Players pull. Implemented in example in Warhammer with Magus and Engineer classes, they could literally pull several guys off their AoE group, usually making them landing in a melee grinding machine group that would butcher them.
2) Temporary anti-AoE specialized melee abilities, with drawbacks.
Those would be melee only abilities that would be generally worthless to use but would boost certain classes melee survivability when under AoE so they could hit and kill the AoE spammers.
3) Anti-zerg war machines. Weakish against most stuff but devastating vs zergs. ESO has an "embryo" of that.
If your group is bigger than 6 members gain 75% damage reduction.
If your group is bigger than 6 members gain 75% damage reduction.
If your group is bigger than 6 members gain 75% damage reduction.
Would be ironic that the server lag is the calculation of which 6 targets are getting hit.
Camelot unchained is right around the corner... well a years wait and hopefully get a proper RvR game without bugs such as aoes only hitting certain people in range.
No, the AoE cap limits the amount the various objects in game have to message each other (if they chose this implementation) to calculate damage.
In some games they had to put AoE caps else the server would grind to an halt due to the endless "ping pong" it'd needed to do in order to calculate in real time all the endless overlapping damages applied to everybody in the area.
Of course this issue is not new. Nor are the solutions:
1) Players pull. Implemented in example in Warhammer with Magus and Engineer classes, they could literally pull several guys off their AoE group, usually making them landing in a melee grinding machine group that would butcher them.
2) Temporary anti-AoE specialized melee abilities, with drawbacks.
Those would be melee only abilities that would be generally worthless to use but would boost certain classes melee survivability when under AoE so they could hit and kill the AoE spammers.
3) Anti-zerg war machines. Weakish against most stuff but devastating vs zergs. ESO has an "embryo" of that.
If your group is bigger than 6 members gain 75% damage reduction.
If your group is bigger than 6 members gain 75% damage reduction.