frosth.darkomenb16_ESO wrote: »Rune_Relic wrote: »So you thinking removing aoe caps will make people less likely to use aoe ?
Genuine question.
Yes.
I explained it in my previous post, and I assume that's what you were reacting too. Both on paper and through experience, this is the logical conclusion.
See, when a group is spread out, it has a much lesser player density so aoes with their limited radius can only hit a smaller subset of players, and require much more effort to aim.
Not having 6 guaranteed targets to hit really hinders the efficiency of AoE abilities.
In comparison, single target abilities are more sustainable and require much less effort to use. They also have a longer range when they are ranged.
They can be used more effectively by group leaders. Calling a focus fire on a character is easier that calling it on an area.
(Even though you could use characters as "markers")
Single damage abilities are also much more reliable when fighting against a spread out group as there are less chances that the targeting jumps to another character. A drastic change compared to nowadays blur.
These factors can also be observed in game.
If you're lucky enough to be in a large fight(40v40) where neither group are aware of the target cap, you'd witness my arguments in action.frosth.darkomenb16_ESO wrote: »
The game is otherwise well designed, I have been in battles where both sides didn't know about the caps, and it worked great. Without target caps, you can see other tactics appearing and getting used, natural line of skrimage and melee/range/healer lines forming organically.
I look forward to the future without caps.
The lowbie campaign has mostly non-blob fights when it is busy. Most people do not have the aoe to be capable to get a large enough group together so it turns into skirmishes etc. It actually is exceedingly fun and tends to work really well.
It used to be the same on backwaters campaigns like haderus.
Aoe availability isn't really a factor, but just general noobitude.
This is the best of what the game has to offer.
Rune_Relic wrote: »frosth.darkomenb16_ESO wrote: »Rune_Relic wrote: »So you thinking removing aoe caps will make people less likely to use aoe ?
Genuine question.
Yes.
I explained it in my previous post, and I assume that's what you were reacting too. Both on paper and through experience, this is the logical conclusion.
See, when a group is spread out, it has a much lesser player density so aoes with their limited radius can only hit a smaller subset of players, and require much more effort to aim.
Not having 6 guaranteed targets to hit really hinders the efficiency of AoE abilities.
In comparison, single target abilities are more sustainable and require much less effort to use. They also have a longer range when they are ranged.
They can be used more effectively by group leaders. Calling a focus fire on a character is easier that calling it on an area.
(Even though you could use characters as "markers")
Single damage abilities are also much more reliable when fighting against a spread out group as there are less chances that the targeting jumps to another character. A drastic change compared to nowadays blur.
These factors can also be observed in game.
If you're lucky enough to be in a large fight(40v40) where neither group are aware of the target cap, you'd witness my arguments in action.frosth.darkomenb16_ESO wrote: »
The game is otherwise well designed, I have been in battles where both sides didn't know about the caps, and it worked great. Without target caps, you can see other tactics appearing and getting used, natural line of skrimage and melee/range/healer lines forming organically.
I look forward to the future without caps.
The lowbie campaign has mostly non-blob fights when it is busy. Most people do not have the aoe to be capable to get a large enough group together so it turns into skirmishes etc. It actually is exceedingly fun and tends to work really well.
It used to be the same on backwaters campaigns like haderus.
Aoe availability isn't really a factor, but just general noobitude.
This is the best of what the game has to offer.
But why would I spread out without aoe caps ?
Why would I not simply add more healers to soak up the damage and make the lag even worse ?
Rune_Relic wrote: »frosth.darkomenb16_ESO wrote: »Rune_Relic wrote: »So you thinking removing aoe caps will make people less likely to use aoe ?
Genuine question.
Yes.
I explained it in my previous post, and I assume that's what you were reacting too. Both on paper and through experience, this is the logical conclusion.
See, when a group is spread out, it has a much lesser player density so aoes with their limited radius can only hit a smaller subset of players, and require much more effort to aim.
Not having 6 guaranteed targets to hit really hinders the efficiency of AoE abilities.
In comparison, single target abilities are more sustainable and require much less effort to use. They also have a longer range when they are ranged.
They can be used more effectively by group leaders. Calling a focus fire on a character is easier that calling it on an area.
(Even though you could use characters as "markers")
Single damage abilities are also much more reliable when fighting against a spread out group as there are less chances that the targeting jumps to another character. A drastic change compared to nowadays blur.
These factors can also be observed in game.
If you're lucky enough to be in a large fight(40v40) where neither group are aware of the target cap, you'd witness my arguments in action.frosth.darkomenb16_ESO wrote: »
The game is otherwise well designed, I have been in battles where both sides didn't know about the caps, and it worked great. Without target caps, you can see other tactics appearing and getting used, natural line of skrimage and melee/range/healer lines forming organically.
I look forward to the future without caps.
The lowbie campaign has mostly non-blob fights when it is busy. Most people do not have the aoe to be capable to get a large enough group together so it turns into skirmishes etc. It actually is exceedingly fun and tends to work really well.
It used to be the same on backwaters campaigns like haderus.
Aoe availability isn't really a factor, but just general noobitude.
This is the best of what the game has to offer.
But why would I spread out without aoe caps ?
Why would I not simply add more healers to soak up the damage and make the lag even worse ?
david271749 wrote: »I can understand lag, but why would aoe caps cause this?
jkirchner71ub17_ESO2 wrote: »NadiusMaximus wrote: »Turn friendly fire on. Problem solved, case closed, "Dishes are done, Man"
Not going to happen - STUPID idea. So if we pursue this a little just a little and humor the poster of this idea just imagine what our TS, Vent, Mumble, etc. groups will now sound like. Watch out that PuG just dropped talons by us, oh crap watch out our DK just Dragon Leaped towards your group, Nova crap that is our Nova, "my Negate" oh wait it affects all of us but the caster, etc. You open up one nasty can of worms if we begin asking the developers to "friendly fire" certain attacks. What will be next, another perceived OP skill will begin hearing the "friendly fire" chant till the developers cave in and make it a "friendly fire" affect. Moreover most of the skills in ESO are intended to benefit allies in some way shape or form. Yes it would add one heck of a new dynamic to PvP in Cyrodiil but where would it end. Once you cross this bridge do we then make skills also affect allies in a dungeon in PvE? As a war veteran I completely understand what "friendly fire" means but this is not the real world this is Tamriel. I kind of doubt even the late Gary Gygax would have ever considered making his Wizard's Fireball or Cone of Cold do friendly fire in DnD. Just saying.
On a side not keep these videos coming because maybe then the developers can see the mess they have on their hands. And I am not at all opposed to AoE capping as it seems very necessary at this point but there is still many issues to consider.
this video proves that AoE will be the only solution in the open world of Cyrodiil and efectivelly encouraged to use, and the faction with more AoE spammers will win the game. Simple as that. AoE cap removal makes life easier for group play vs. zerg. Because don't fool yourself, Zergs will continue to form and PvP will continue to happen in the same form as right now.
AoE cap removed is suicide.
this video proves that AoE will be the only solution in the open world of Cyrodiil and efectivelly encouraged to use, and the faction with more AoE spammers will win the game. Simple as that. AoE cap removal makes life easier for group play vs. zerg. Because don't fool yourself, Zergs will continue to form and PvP will continue to happen in the same form as right now.
AoE cap removed is suicide.
Its frustrating right when currently with the AoE caps its still possible to take out large numbers with a small force. But people dont want to build or play their character a certain way. They want to call it cheesy, lame, exploiting, cheating, and just throw out game mechanics.
Just ask the 20+ red that got wiped trying to cross alessia bridge by Turben(Nymeroz), Huntlar, and I with no oils or siege just straight up pushed through.
Or ask the blue at brindle keep when Turben, pixy, kaghei, and I were in the keep just us four laying the smack down on so many it had to be 30+ easy plus guards.
Now ask yourself this do we need aoe cap removal or do people need to start running better builds that can make you effective in a wider range of situations.
Real talk only time i lag is when there is a huge amount of players around one keep. I have been part of huge battles where im not lagging...
How many excuses can you guys come up with?
I have to wonder if ZOS is too late with this though.
When they first implemented AoE caps there was a huge uproar on the forums. People were threatening to quit over this issue alone.
They should have changed it the day after they announced it.
How many subs were lost because of this? How many of those do you think are never coming back?
ZOS needs to start reacting about 1,000x more quickly to feedback.
1. Agreed, as much as I love ESO, it was clearly a bad decision right from the word go (though, by all accounts, it was there at launch, it just took time for us to notice). We should not have been in a situation where we're only talking about fixing it 6 months later.
2. Good to see you still around NJ!
Tintinabula wrote: »the most efficient way to take a flag is to stand in one spot and spam fire ring.
the most efficient way to siege a keep is to stand in one spot and spam fire ring.
the most efficient way to PvP in cyrodiil is to stand in one spot and spam fire ring.