That is the most insightful post I've ever read since playing the game!frosth.darkomenb16_ESO wrote: »It is actually not explained in game at all.
But every aoe ability that doesn't mention a limit in targets affected will have a maximum possible target of 6. PvP skills have 20.
You probably have felt it in pve some times, or figured it was a glitch in pvp, but no matter how many enemies there are in your aoe, 5 or 500, you'll hit only 6.
In PvE it doesn't have much effect, it's just a tool to scale dificulty of encounters.
But in PvP, players are exploiting this target cap to gain some defensive bonuses. Any group of cap +1, so starting at 7, will have a passive dodge chance on aoe.
People just stack around their leader and try to be as close to each other.
12 people doing it have 50% chances of being hit, 24 will be hit only 25% of the time. It scales with the size of the group.
Since most groups are stacked, even if capped, they are always 6 guaranteed targets so aoe abilities are the only ones viable.
The idea behind this thread is that removing the cap will introduce a threat to stacking which in turns will force groups to spread out more organically.
A spread out group actually gives out less than 4 targets in average, so it nerfs aoes and make single target abilities more viable.
Here is the jist of it, if you have any questions on more details, go ahead.
ZOS has said that the removing the aoe cap would pretty much cause havok on the server when fighting in cyrodil. It's not in place because that's how a developer necessarily wanted it to work in cyrodil, it's in place because of technical limitations.
frosth.darkomenb16_ESO wrote: »no matter how many enemies there are in your aoe, 5 or 500, you'll hit only 6.
I noticed that too. I just imagine the game picks a random dude in the distance. Poor ***.khele23eb17_ESO wrote: »frosth.darkomenb16_ESO wrote: »no matter how many enemies there are in your aoe, 5 or 500, you'll hit only 6.
Erm... are you sure about that? Cause that seems impossible
I agree about the overall nerf to AoE damage in general, but I'm not sold on the idea of 2 DKs shackling 60 people.
ZOS has said that the removing the aoe cap would pretty much cause havok on the server when fighting in cyrodil. It's not in place because that's how a developer necessarily wanted it to work in cyrodil, it's in place because of technical limitations.
Would enabling friendly player collisions in PVP areas help prevent the AOE mob spamming that I hear a lot of folks complaining about?
I noticed that too. I just imagine the game picks a random dude in the distance. Poor ***.khele23eb17_ESO wrote: »frosth.darkomenb16_ESO wrote: »no matter how many enemies there are in your aoe, 5 or 500, you'll hit only 6.
Erm... are you sure about that? Cause that seems impossible
Again, Idk about caps, but I 100% with the rest. AoE is out of control.I agree about the overall nerf to AoE damage in general, but I'm not sold on the idea of 2 DKs shackling 60 people.
Well if you can gather the 60 dumbest people on the internet to stand in one spot for 1 or 2 very small aoe to hit them all ... I'd be impressed.
As for aoe, there is a reason why "good" rvr games do not have aoe caps and ensure aoe does not outshine the need for single target damage. ESO has to learn how to manage such things. Aoe spam is usurping the need for any single target damage in this game for some builds and this is a major design problem.
thewisguyub17_ESO wrote: »Unfortunately for both we players, and the developers, I think what is really at issue here is that no single alteration across all AoE abilities is going to be the answer.
ZOS has said that the removing the aoe cap would pretty much cause havok on the server when fighting in cyrodil. It's not in place because that's how a developer necessarily wanted it to work in cyrodil, it's in place because of technical limitations.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
They should just change Pulse to the same diminishing returns they did the Bolt Escape. Spell costs increase (50%) if cast within 4 secs of previous cast. That way it can't be a spammable skill. Would make dungeons (PVE) less of a spam fest and make people actually use skills to complete as well.
And yes I'm a Destruction Staff wielding Sorcerer myself and this wouldn't bother me. I bet it would bother all the farmers though
tinythinker wrote: »They should just change Pulse to the same diminishing returns they did the Bolt Escape. Spell costs increase (50%) if cast within 4 secs of previous cast. That way it can't be a spammable skill. Would make dungeons (PVE) less of a spam fest and make people actually use skills to complete as well.
And yes I'm a Destruction Staff wielding Sorcerer myself and this wouldn't bother me. I bet it would bother all the farmers though
I suggested something similar that would affect PvP but spare solo players and small-group dungeon runners for PvE.
The *** is so *** out of hand. Impulse, Impluse, Impluse, Bats, Bats, Bats. 2 People covering 20 yards swaths of space with the ability to move.
AoE that hits for 500 to 6 people that's instant cast with no maneuvering restrictions on 2.7-3.5k health pools. 4 people 2 clicks 24 dead.. Not dead? Bat Swarm should do it.