Here is why they added the AOE cap welcome the return of the infinity tank!
http://www.youtube.com/watch?v=gymCpN0Pcsk
https://www.youtube.com/watch?v=Cfy_z4DQ3xg
frosth.darkomenb16_ESO wrote: ».......n, but players adapt to game mechanics.
You need to take that into account.
Here is why they added the AOE cap welcome the return of the infinity tank!
http://www.youtube.com/watch?v=gymCpN0Pcsk
https://www.youtube.com/watch?v=Cfy_z4DQ3xg
I'm looking forward to aoe cap removal so I can watch krim's little AoE gang laughing in tears while they wreking the DC and EP zergs, now that they can AoE the *** down of EVERYONE at once.
You people are asking for it. I'm starting to feel like I'm witnessing a general insanity outbreak.
Nazon_Katts wrote: »The more I think about it, the more I am convinced that not only caps have to removed, but AOE altogether. Atleast nobrain spammable PBAOE. A single target centric pvp should be more aesthetically pleasing. If there's AOEs, they should be ranged, channeled or with considerable cast time and powerful in the moment, situational and evadable, not the goto source for sustainable damage.
I have no interest in joining what was just shown here.
Frost.dark wrote:
This is not an endorsment of Forward Camps, I'd rather not have them in the game too, but you are bringing them up in the wrong context.
Camps don't even enter the equation.
That's the point of exploiting the target cap, those groups stacking either get wiped all at once, when their "tank breaks", or none of them die.
If you don't need respawns, you don't need camps.
Without target caps, people will die more often, which is an indirect nerf to camps and the frontline sustainability they provide.
It would at the very least increase the attrition aspect of maintaining such a front and make them more situational. Like saving up to capture the last keep for emperorship rather than using camps all the time.
It would also cause more people to be in the world in between objectives.
frosth.darkomenb16_ESO wrote: »effinshiddy wrote: »what i see in that video is a fight lagged to death that 10 AD couldn't win against 50+ opponents.
what you are proposing is making it so the 10 AD CAN take a keep from 50 defenders. unreasonable and unrealistic.
This is not what this change will bring.
Those 10 may be able to wipe out the 50 in one shot, but this is only "potential" damage if the 50 are stacked on top of each other.
In reality, a focus fire will impact at most 2 to 6 targets due to how aoe are limited by a radius.
This require timing and ground targeted aiming.
On the other hand, the 50 can use instant cast no aiming single target skills at the 10 and come out on top by a large margin.
The 50+ may lose 10% of their group, which is the intent, to create attrition in larger groups, but they will never lose to 10.
Also, take into account that a keep is suposed to be the last stand, if those 50 are cornered in a keep by a group of 10, they have already lost, with or without getting one shotted.
And finaly, if yo uwant to talk about unreasonable and unrealistic, how about a supernova that spans the size of a room and that damages only 6 people in it?effinshiddy wrote: »99% of the reason nothing is taking damage in certain parts of that fight is BECAUSE EVERYONE IS SPAMMING AOE
causing lag and nothing to be hit.
so the proposed counter to this is
UNCAP AOE SO WE CAN ALL STAND AND SPAM MORE.
It is counter intuitive, but perfectly logical.
Aoe get spammed nowadays because there are only situations where aoes are needed. And those situation exist only because of the target cap.
Even when capped, using an aoe on a stacked group is a guaranteed 6 targets hit, which is far better than using single target abilities.
But with the way the smart healing work, groups have a much higher survavibility meaning that a lot of spam occurs on both ends, heals and damage.
If you remove that unnatural survavibility, the spamming is reduced.
People won't be stacked, so aoes have less viability and single targets, with their instant and auto aim abilities, become preferable.
In turn, groups take less absolute damage, and there is less healing required.
And in the case of a chokepoint, a timely reactio ncan ensure a swift victory, which obviously cuts down on the lagging.
But there are tools in game to mitigate that, like the retreating maneuver, or barriers, which really breaks down things to which group has the best coordination.effinshiddy wrote: »listen to yourselves and stop.
fix the servers and people will take damage and fights will work appropriately.
I recommend you follow your own suggestion and try to read up more on the issue.
You're obviously very new to the discussion and a lot of the misconception you show have been addressed many times over in the past few months.
Perhaps there is an argument to be made in favor of target caps, but I have yet to see one. Perhaps with a bit more knowledge, you'd be able to change that.
But as it stands, the caps are cause of the most important issues both gameplay wise and technical wise.
The spectrum of available tactics is reduced to a very narrow band, and these behaviors cause a server load that the game wasn't designed to handle.
Luvsfuzzybunnies wrote: »frosth.darkomenb16_ESO wrote: »effinshiddy wrote: »what i see in that video is a fight lagged to death that 10 AD couldn't win against 50+ opponents.
what you are proposing is making it so the 10 AD CAN take a keep from 50 defenders. unreasonable and unrealistic.
This is not what this change will bring.
Those 10 may be able to wipe out the 50 in one shot, but this is only "potential" damage if the 50 are stacked on top of each other.
In reality, a focus fire will impact at most 2 to 6 targets due to how aoe are limited by a radius.
This require timing and ground targeted aiming.
On the other hand, the 50 can use instant cast no aiming single target skills at the 10 and come out on top by a large margin.
The 50+ may lose 10% of their group, which is the intent, to create attrition in larger groups, but they will never lose to 10.
Also, take into account that a keep is suposed to be the last stand, if those 50 are cornered in a keep by a group of 10, they have already lost, with or without getting one shotted.
And finaly, if yo uwant to talk about unreasonable and unrealistic, how about a supernova that spans the size of a room and that damages only 6 people in it?effinshiddy wrote: »99% of the reason nothing is taking damage in certain parts of that fight is BECAUSE EVERYONE IS SPAMMING AOE
causing lag and nothing to be hit.
so the proposed counter to this is
UNCAP AOE SO WE CAN ALL STAND AND SPAM MORE.
It is counter intuitive, but perfectly logical.
Aoe get spammed nowadays because there are only situations where aoes are needed. And those situation exist only because of the target cap.
Even when capped, using an aoe on a stacked group is a guaranteed 6 targets hit, which is far better than using single target abilities.
But with the way the smart healing work, groups have a much higher survavibility meaning that a lot of spam occurs on both ends, heals and damage.
If you remove that unnatural survavibility, the spamming is reduced.
People won't be stacked, so aoes have less viability and single targets, with their instant and auto aim abilities, become preferable.
In turn, groups take less absolute damage, and there is less healing required.
And in the case of a chokepoint, a timely reactio ncan ensure a swift victory, which obviously cuts down on the lagging.
But there are tools in game to mitigate that, like the retreating maneuver, or barriers, which really breaks down things to which group has the best coordination.effinshiddy wrote: »listen to yourselves and stop.
fix the servers and people will take damage and fights will work appropriately.
I recommend you follow your own suggestion and try to read up more on the issue.
You're obviously very new to the discussion and a lot of the misconception you show have been addressed many times over in the past few months.
Perhaps there is an argument to be made in favor of target caps, but I have yet to see one. Perhaps with a bit more knowledge, you'd be able to change that.
But as it stands, the caps are cause of the most important issues both gameplay wise and technical wise.
The spectrum of available tactics is reduced to a very narrow band, and these behaviors cause a server load that the game wasn't designed to handle.
So if I understand you correct you're saying there was no zerg balling before caps which is actually untrue. Zerg balls were very prevalent due to:
1.) Aoe healing being the only aoe with a 6 target cap.
2.) Aoe damage being much too high in its original and current iterations.
Decrease the amount of damage AoE's do and further decrease the amount that they do when hitting max targets and you will see these zerg ball groups dissipate quickly in favor of higher damaging single target abilities.
xsorusb14_ESO wrote: »Luvsfuzzybunnies wrote: »frosth.darkomenb16_ESO wrote: »effinshiddy wrote: »what i see in that video is a fight lagged to death that 10 AD couldn't win against 50+ opponents.
what you are proposing is making it so the 10 AD CAN take a keep from 50 defenders. unreasonable and unrealistic.
This is not what this change will bring.
Those 10 may be able to wipe out the 50 in one shot, but this is only "potential" damage if the 50 are stacked on top of each other.
In reality, a focus fire will impact at most 2 to 6 targets due to how aoe are limited by a radius.
This require timing and ground targeted aiming.
On the other hand, the 50 can use instant cast no aiming single target skills at the 10 and come out on top by a large margin.
The 50+ may lose 10% of their group, which is the intent, to create attrition in larger groups, but they will never lose to 10.
Also, take into account that a keep is suposed to be the last stand, if those 50 are cornered in a keep by a group of 10, they have already lost, with or without getting one shotted.
And finaly, if yo uwant to talk about unreasonable and unrealistic, how about a supernova that spans the size of a room and that damages only 6 people in it?effinshiddy wrote: »99% of the reason nothing is taking damage in certain parts of that fight is BECAUSE EVERYONE IS SPAMMING AOE
causing lag and nothing to be hit.
so the proposed counter to this is
UNCAP AOE SO WE CAN ALL STAND AND SPAM MORE.
It is counter intuitive, but perfectly logical.
Aoe get spammed nowadays because there are only situations where aoes are needed. And those situation exist only because of the target cap.
Even when capped, using an aoe on a stacked group is a guaranteed 6 targets hit, which is far better than using single target abilities.
But with the way the smart healing work, groups have a much higher survavibility meaning that a lot of spam occurs on both ends, heals and damage.
If you remove that unnatural survavibility, the spamming is reduced.
People won't be stacked, so aoes have less viability and single targets, with their instant and auto aim abilities, become preferable.
In turn, groups take less absolute damage, and there is less healing required.
And in the case of a chokepoint, a timely reactio ncan ensure a swift victory, which obviously cuts down on the lagging.
But there are tools in game to mitigate that, like the retreating maneuver, or barriers, which really breaks down things to which group has the best coordination.effinshiddy wrote: »listen to yourselves and stop.
fix the servers and people will take damage and fights will work appropriately.
I recommend you follow your own suggestion and try to read up more on the issue.
You're obviously very new to the discussion and a lot of the misconception you show have been addressed many times over in the past few months.
Perhaps there is an argument to be made in favor of target caps, but I have yet to see one. Perhaps with a bit more knowledge, you'd be able to change that.
But as it stands, the caps are cause of the most important issues both gameplay wise and technical wise.
The spectrum of available tactics is reduced to a very narrow band, and these behaviors cause a server load that the game wasn't designed to handle.
So if I understand you correct you're saying there was no zerg balling before caps which is actually untrue. Zerg balls were very prevalent due to:
1.) Aoe healing being the only aoe with a 6 target cap.
2.) Aoe damage being much too high in its original and current iterations.
Decrease the amount of damage AoE's do and further decrease the amount that they do when hitting max targets and you will see these zerg ball groups dissipate quickly in favor of higher damaging single target abilities.
I don't recall seeing any zerg balls before it was announced there were actually caps in place.
Luvsfuzzybunnies wrote: »xsorusb14_ESO wrote: »Luvsfuzzybunnies wrote: »frosth.darkomenb16_ESO wrote: »effinshiddy wrote: »what i see in that video is a fight lagged to death that 10 AD couldn't win against 50+ opponents.
what you are proposing is making it so the 10 AD CAN take a keep from 50 defenders. unreasonable and unrealistic.
This is not what this change will bring.
Those 10 may be able to wipe out the 50 in one shot, but this is only "potential" damage if the 50 are stacked on top of each other.
In reality, a focus fire will impact at most 2 to 6 targets due to how aoe are limited by a radius.
This require timing and ground targeted aiming.
On the other hand, the 50 can use instant cast no aiming single target skills at the 10 and come out on top by a large margin.
The 50+ may lose 10% of their group, which is the intent, to create attrition in larger groups, but they will never lose to 10.
Also, take into account that a keep is suposed to be the last stand, if those 50 are cornered in a keep by a group of 10, they have already lost, with or without getting one shotted.
And finaly, if yo uwant to talk about unreasonable and unrealistic, how about a supernova that spans the size of a room and that damages only 6 people in it?effinshiddy wrote: »99% of the reason nothing is taking damage in certain parts of that fight is BECAUSE EVERYONE IS SPAMMING AOE
causing lag and nothing to be hit.
so the proposed counter to this is
UNCAP AOE SO WE CAN ALL STAND AND SPAM MORE.
It is counter intuitive, but perfectly logical.
Aoe get spammed nowadays because there are only situations where aoes are needed. And those situation exist only because of the target cap.
Even when capped, using an aoe on a stacked group is a guaranteed 6 targets hit, which is far better than using single target abilities.
But with the way the smart healing work, groups have a much higher survavibility meaning that a lot of spam occurs on both ends, heals and damage.
If you remove that unnatural survavibility, the spamming is reduced.
People won't be stacked, so aoes have less viability and single targets, with their instant and auto aim abilities, become preferable.
In turn, groups take less absolute damage, and there is less healing required.
And in the case of a chokepoint, a timely reactio ncan ensure a swift victory, which obviously cuts down on the lagging.
But there are tools in game to mitigate that, like the retreating maneuver, or barriers, which really breaks down things to which group has the best coordination.effinshiddy wrote: »listen to yourselves and stop.
fix the servers and people will take damage and fights will work appropriately.
I recommend you follow your own suggestion and try to read up more on the issue.
You're obviously very new to the discussion and a lot of the misconception you show have been addressed many times over in the past few months.
Perhaps there is an argument to be made in favor of target caps, but I have yet to see one. Perhaps with a bit more knowledge, you'd be able to change that.
But as it stands, the caps are cause of the most important issues both gameplay wise and technical wise.
The spectrum of available tactics is reduced to a very narrow band, and these behaviors cause a server load that the game wasn't designed to handle.
So if I understand you correct you're saying there was no zerg balling before caps which is actually untrue. Zerg balls were very prevalent due to:
1.) Aoe healing being the only aoe with a 6 target cap.
2.) Aoe damage being much too high in its original and current iterations.
Decrease the amount of damage AoE's do and further decrease the amount that they do when hitting max targets and you will see these zerg ball groups dissipate quickly in favor of higher damaging single target abilities.
I don't recall seeing any zerg balls before it was announced there were actually caps in place.
They were everywhere only thing might have opened your eyes to them is the amount of QQ the caps being implemented caused.
xsorusb14_ESO wrote: »Luvsfuzzybunnies wrote: »frosth.darkomenb16_ESO wrote: »effinshiddy wrote: »what i see in that video is a fight lagged to death that 10 AD couldn't win against 50+ opponents.
what you are proposing is making it so the 10 AD CAN take a keep from 50 defenders. unreasonable and unrealistic.
This is not what this change will bring.
Those 10 may be able to wipe out the 50 in one shot, but this is only "potential" damage if the 50 are stacked on top of each other.
In reality, a focus fire will impact at most 2 to 6 targets due to how aoe are limited by a radius.
This require timing and ground targeted aiming.
On the other hand, the 50 can use instant cast no aiming single target skills at the 10 and come out on top by a large margin.
The 50+ may lose 10% of their group, which is the intent, to create attrition in larger groups, but they will never lose to 10.
Also, take into account that a keep is suposed to be the last stand, if those 50 are cornered in a keep by a group of 10, they have already lost, with or without getting one shotted.
And finaly, if yo uwant to talk about unreasonable and unrealistic, how about a supernova that spans the size of a room and that damages only 6 people in it?effinshiddy wrote: »99% of the reason nothing is taking damage in certain parts of that fight is BECAUSE EVERYONE IS SPAMMING AOE
causing lag and nothing to be hit.
so the proposed counter to this is
UNCAP AOE SO WE CAN ALL STAND AND SPAM MORE.
It is counter intuitive, but perfectly logical.
Aoe get spammed nowadays because there are only situations where aoes are needed. And those situation exist only because of the target cap.
Even when capped, using an aoe on a stacked group is a guaranteed 6 targets hit, which is far better than using single target abilities.
But with the way the smart healing work, groups have a much higher survavibility meaning that a lot of spam occurs on both ends, heals and damage.
If you remove that unnatural survavibility, the spamming is reduced.
People won't be stacked, so aoes have less viability and single targets, with their instant and auto aim abilities, become preferable.
In turn, groups take less absolute damage, and there is less healing required.
And in the case of a chokepoint, a timely reactio ncan ensure a swift victory, which obviously cuts down on the lagging.
But there are tools in game to mitigate that, like the retreating maneuver, or barriers, which really breaks down things to which group has the best coordination.effinshiddy wrote: »listen to yourselves and stop.
fix the servers and people will take damage and fights will work appropriately.
I recommend you follow your own suggestion and try to read up more on the issue.
You're obviously very new to the discussion and a lot of the misconception you show have been addressed many times over in the past few months.
Perhaps there is an argument to be made in favor of target caps, but I have yet to see one. Perhaps with a bit more knowledge, you'd be able to change that.
But as it stands, the caps are cause of the most important issues both gameplay wise and technical wise.
The spectrum of available tactics is reduced to a very narrow band, and these behaviors cause a server load that the game wasn't designed to handle.
So if I understand you correct you're saying there was no zerg balling before caps which is actually untrue. Zerg balls were very prevalent due to:
1.) Aoe healing being the only aoe with a 6 target cap.
2.) Aoe damage being much too high in its original and current iterations.
Decrease the amount of damage AoE's do and further decrease the amount that they do when hitting max targets and you will see these zerg ball groups dissipate quickly in favor of higher damaging single target abilities.
I don't recall seeing any zerg balls before it was announced there were actually caps in place.
Here is why they added the AOE cap welcome the return of the infinity tank!
http://www.youtube.com/watch?v=gymCpN0Pcsk
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
xsorusb14_ESO wrote: »Luvsfuzzybunnies wrote: »frosth.darkomenb16_ESO wrote: »effinshiddy wrote: »what i see in that video is a fight lagged to death that 10 AD couldn't win against 50+ opponents.
what you are proposing is making it so the 10 AD CAN take a keep from 50 defenders. unreasonable and unrealistic.
This is not what this change will bring.
Those 10 may be able to wipe out the 50 in one shot, but this is only "potential" damage if the 50 are stacked on top of each other.
In reality, a focus fire will impact at most 2 to 6 targets due to how aoe are limited by a radius.
This require timing and ground targeted aiming.
On the other hand, the 50 can use instant cast no aiming single target skills at the 10 and come out on top by a large margin.
The 50+ may lose 10% of their group, which is the intent, to create attrition in larger groups, but they will never lose to 10.
Also, take into account that a keep is suposed to be the last stand, if those 50 are cornered in a keep by a group of 10, they have already lost, with or without getting one shotted.
And finaly, if yo uwant to talk about unreasonable and unrealistic, how about a supernova that spans the size of a room and that damages only 6 people in it?effinshiddy wrote: »99% of the reason nothing is taking damage in certain parts of that fight is BECAUSE EVERYONE IS SPAMMING AOE
causing lag and nothing to be hit.
so the proposed counter to this is
UNCAP AOE SO WE CAN ALL STAND AND SPAM MORE.
It is counter intuitive, but perfectly logical.
Aoe get spammed nowadays because there are only situations where aoes are needed. And those situation exist only because of the target cap.
Even when capped, using an aoe on a stacked group is a guaranteed 6 targets hit, which is far better than using single target abilities.
But with the way the smart healing work, groups have a much higher survavibility meaning that a lot of spam occurs on both ends, heals and damage.
If you remove that unnatural survavibility, the spamming is reduced.
People won't be stacked, so aoes have less viability and single targets, with their instant and auto aim abilities, become preferable.
In turn, groups take less absolute damage, and there is less healing required.
And in the case of a chokepoint, a timely reactio ncan ensure a swift victory, which obviously cuts down on the lagging.
But there are tools in game to mitigate that, like the retreating maneuver, or barriers, which really breaks down things to which group has the best coordination.effinshiddy wrote: »listen to yourselves and stop.
fix the servers and people will take damage and fights will work appropriately.
I recommend you follow your own suggestion and try to read up more on the issue.
You're obviously very new to the discussion and a lot of the misconception you show have been addressed many times over in the past few months.
Perhaps there is an argument to be made in favor of target caps, but I have yet to see one. Perhaps with a bit more knowledge, you'd be able to change that.
But as it stands, the caps are cause of the most important issues both gameplay wise and technical wise.
The spectrum of available tactics is reduced to a very narrow band, and these behaviors cause a server load that the game wasn't designed to handle.
So if I understand you correct you're saying there was no zerg balling before caps which is actually untrue. Zerg balls were very prevalent due to:
1.) Aoe healing being the only aoe with a 6 target cap.
2.) Aoe damage being much too high in its original and current iterations.
Decrease the amount of damage AoE's do and further decrease the amount that they do when hitting max targets and you will see these zerg ball groups dissipate quickly in favor of higher damaging single target abilities.
I don't recall seeing any zerg balls before it was announced there were actually caps in place.
https://www.youtube.com/watch?v=wuI-fl0fCbc
earlier?
https://www.youtube.com/watch?v=XGf7wRLKzm0
frosth.darkomenb16_ESO wrote: »@Luvsfuzzybunnies
On forward camps:
There are other discusions for this.let's not muddy the waters here.
As I said initially, I agree with you on the issues of FCs, but it hasn't got any bearings on the discussion here. The core of the issue being that the target caps make people die less often than they should, so users of stacking barely get to use camps.
For example, last time I joined a group doing stacking, I only died once in an entire evening. When I play to have fun and go in spread out figths over objectives, I die more often, perhaps 7 to 10 times an evening.
About your comments on the subject at hand:
Are you sure we're talking about the same thing?
We're not talking about having large numbers or spamming aoes, we're talking about stacking players in the same physical space in order to reduce received damage. That's what is refered to as a "zerg ball".
This would even exist without damage aoes.
However, If you're indeed talking about that, did you really see that before it was revealed in one of the patch note?
If yes, then it is most likely beta testing guilds that kept that secret for themselves to have an advantage at release. Caps were alegedly in the game since the first public tests so it is entirely possible that people discovered it and shut up about it.
For the general public, it was unknown until it got publicly revealed in a patch note to "fix" 3 or 4 uncapped abilities and the subsequent clarification.
Before that, I haven't met a single stacking group, and many players share that same experience.
Once the cat got out of the bag though, we could witness the change over night as players adapted to this new information. It took a while longer to reach more casual campaigns or off hour times, but prime time stabilized around stacking nearly instantly.
You misinterpreted the outrage back then, and to call it QQ shows you in a bad light.
The players that were campaigning then are those that had previous encounters with target caps in other games and knew it would devolve in the stacking meta game we're experiencing now. Even players that haven't played GW2 or Shadowbane, could see how to exploit such a system.
And as we can see, this prediction was pretty spot on.
Many left gw2 and jumped on ESO expecting to play RvR without target caps just to end up being disapointed after a few weeks.
I love the game, and I'm satisfied with my purchase and ongoing sub for the PvE side, but the AvA was a bait and switch.
And finally, regarding your suggestion to lower aoe damage, this is what made me wonder if you were talking about the same problem than the rest of this thread.
It would cause players to stack more. There would be even less punishment for bunching up, and retain the advantage of being hard to target individuals in the blur and have access to aoe heals/buffs.
But on a side note, you almost have a point:Aoe and single target damage per mana aren't very well balanced. Aoes seem to become preferable at 2 targets, when the average targets hit by aoes are ranging from 2 to 4 depending on radius. (in a non stacking situation, otherwise it is guaranteed 6 targets)
In my opinion, cost per damage should become at the aoe's favor starting at 3, perhaps even 4 targets, increasing skill floor for efficient aoe usage.
But this doesn't mean reducing aoe damage, just adjusting their cost.
The case against target caps is already made at length.
What makes you still argue here against its removal?
What does the target cap bring to the game that warrants ignoring its glaring issues?
xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »Luvsfuzzybunnies wrote: »frosth.darkomenb16_ESO wrote: »effinshiddy wrote: »what i see in that video is a fight lagged to death that 10 AD couldn't win against 50+ opponents.
what you are proposing is making it so the 10 AD CAN take a keep from 50 defenders. unreasonable and unrealistic.
This is not what this change will bring.
Those 10 may be able to wipe out the 50 in one shot, but this is only "potential" damage if the 50 are stacked on top of each other.
In reality, a focus fire will impact at most 2 to 6 targets due to how aoe are limited by a radius.
This require timing and ground targeted aiming.
On the other hand, the 50 can use instant cast no aiming single target skills at the 10 and come out on top by a large margin.
The 50+ may lose 10% of their group, which is the intent, to create attrition in larger groups, but they will never lose to 10.
Also, take into account that a keep is suposed to be the last stand, if those 50 are cornered in a keep by a group of 10, they have already lost, with or without getting one shotted.
And finaly, if yo uwant to talk about unreasonable and unrealistic, how about a supernova that spans the size of a room and that damages only 6 people in it?effinshiddy wrote: »99% of the reason nothing is taking damage in certain parts of that fight is BECAUSE EVERYONE IS SPAMMING AOE
causing lag and nothing to be hit.
so the proposed counter to this is
UNCAP AOE SO WE CAN ALL STAND AND SPAM MORE.
It is counter intuitive, but perfectly logical.
Aoe get spammed nowadays because there are only situations where aoes are needed. And those situation exist only because of the target cap.
Even when capped, using an aoe on a stacked group is a guaranteed 6 targets hit, which is far better than using single target abilities.
But with the way the smart healing work, groups have a much higher survavibility meaning that a lot of spam occurs on both ends, heals and damage.
If you remove that unnatural survavibility, the spamming is reduced.
People won't be stacked, so aoes have less viability and single targets, with their instant and auto aim abilities, become preferable.
In turn, groups take less absolute damage, and there is less healing required.
And in the case of a chokepoint, a timely reactio ncan ensure a swift victory, which obviously cuts down on the lagging.
But there are tools in game to mitigate that, like the retreating maneuver, or barriers, which really breaks down things to which group has the best coordination.effinshiddy wrote: »listen to yourselves and stop.
fix the servers and people will take damage and fights will work appropriately.
I recommend you follow your own suggestion and try to read up more on the issue.
You're obviously very new to the discussion and a lot of the misconception you show have been addressed many times over in the past few months.
Perhaps there is an argument to be made in favor of target caps, but I have yet to see one. Perhaps with a bit more knowledge, you'd be able to change that.
But as it stands, the caps are cause of the most important issues both gameplay wise and technical wise.
The spectrum of available tactics is reduced to a very narrow band, and these behaviors cause a server load that the game wasn't designed to handle.
So if I understand you correct you're saying there was no zerg balling before caps which is actually untrue. Zerg balls were very prevalent due to:
1.) Aoe healing being the only aoe with a 6 target cap.
2.) Aoe damage being much too high in its original and current iterations.
Decrease the amount of damage AoE's do and further decrease the amount that they do when hitting max targets and you will see these zerg ball groups dissipate quickly in favor of higher damaging single target abilities.
I don't recall seeing any zerg balls before it was announced there were actually caps in place.
https://www.youtube.com/watch?v=wuI-fl0fCbc
earlier?
https://www.youtube.com/watch?v=XGf7wRLKzm0
I skimmed through the first video..and that's not really a zerg ball..That's just zerging.
and you know this.... so why exactly did you post this?
*edit*
K managed to skim through the second one.. That one has some stacking in some instances but most of it is near the ram (where its looking more like they just wanted to stay under the siege shield) and a few cases of just stacking to Pbae guards..since ER didn't know about the Caps back then (and they made a huge fuss over it) i'd say they weren't intentionally doing it (we use to do the same thing when dragging people around corners).
But you can see when they're moving in large groups throughout the video...They're spread out somewhat just because they don't wanna get hit. They certainly aren't moving in a zerg ball doing nothing but spamming impulse the whole time.
Lets also blame the players using what the game has to offer for causing the lag.
tordr86b16_ESO wrote: »
Lets also blame the players using what the game has to offer for causing the lag.
impuse spammers + zerg balls grinds the server to an halt. especially when ALL sides does it. I've seen it and I really wish they just banned them.