I believe the following is still in effect since 1.6:
"Removed hard caps on the number of targets that can be affected by area of effect abilities.
AoE abilities can now hit up to 60 targets; the first 6 will take 100% damage, the next 24 targets will take 50% damage, and the last 30 targets will take 25% damage.
Abilities that apply a secondary effect, such as Dark Talons, will only immobilize the first 6 targets who take damage."
Why should this apply to players taking aoe damage in pvp?
Let's say you have an aoe that hits 60 players..
10% of those players take 100% damage, 40% take 50% damage, and 50% are tickled for 25% damage.
So your average player has damage reduced by 57.5%
Does this promote tactical small group play, or does it encourage stacking as many people as possible on to one spot for free damage reduction?
These extra players don't really even need to contribute, just by being there they reduce the chance that any other players take full damage from aoes.
Don't stick together with too many people and you won't have problems with those abilities.CavalierKing wrote: »Yeah, it's probably to address steel tornado, caltrops, etc. spamming.
It used to hard cap at 6 period.
So the extra damage is more than it was pre 1.6. But I agree, why not just make it 100% for everyone in the area of effect?
CavalierKing wrote: »Yeah, it's probably to address steel tornado, caltrops, etc. spamming.
Curious, does the AoE cap apply to siege damage too?
Either way, AoE cap is something that should be removed. I want to wipe 15+ with my Proxy+Dawnbreaker
Most skills in ESO have always had AoE caps and only a handful of skills were among the ones who got their caps applied in a later patch.CavalierKing wrote: »Yeah, it's probably to address steel tornado, caltrops, etc. spamming.
No it's not.
In the early days there were many skills that weren't capped - you know, when the game didn't lag because the server wasn't having to make hundreds, thousands of calculations a second even. People started to QQ about this (of course) because it meant that small, well coordinated groups could effectively wipe out an entire zerg. Zenimax introduced AOE caps (all skills capped at ~6 for the most part) in response to this QQ, and the zergball meta started until it eventually grew into what it was today.
People then QQ'd about this and so Zenimax introduced the system outlined in the OP - which was introduced in 1.6. It's far better than having everything capped I guess, but it's a long way from what we should have - no AOE caps at all!
We've been begging for the removal of aoe caps since they announced they were adding them lol. Yet, as those live streams and the *** state Cyrodiil is currently in clearly shows they simply are out of touch with their own game.
We've been begging for the removal of aoe caps since they announced they were adding them lol. Yet, as those live streams and the *** state Cyrodiil is currently in clearly shows they simply are out of touch with their own game.
Im still worried removing them further would still make the zerg even stronger
Every time they add something new to try to break the zerg... it just gets copied to every robot in the zerg and makes it that much more efficient and impossible to break
12 proxdets hitting 48 guys, or 48 proxdets hitting 12 guys, its still going to be a nuclear bomb, that is more than likely due to the sheer number of barriers and heals available to the 48 man, going to favor the 48 man.
We've been begging for the removal of aoe caps since they announced they were adding them lol. Yet, as those live streams and the *** state Cyrodiil is currently in clearly shows they simply are out of touch with their own game.
Im still worried removing them further would still make the zerg even stronger
Every time they add something new to try to break the zerg... it just gets copied to every robot in the zerg and makes it that much more efficient and impossible to break
12 proxdets hitting 48 guys, or 48 proxdets hitting 12 guys, its still going to be a nuclear bomb, that is more than likely due to the sheer number of barriers and heals available to the 48 man, going to favor the 48 man.
Well imagina a fight 12v24. Who gets more profit from AoE caps?We've been begging for the removal of aoe caps since they announced they were adding them lol. Yet, as those live streams and the *** state Cyrodiil is currently in clearly shows they simply are out of touch with their own game.
Im still worried removing them further would still make the zerg even stronger
Every time they add something new to try to break the zerg... it just gets copied to every robot in the zerg and makes it that much more efficient and impossible to break
12 proxdets hitting 48 guys, or 48 proxdets hitting 12 guys, its still going to be a nuclear bomb, that is more than likely due to the sheer number of barriers and heals available to the 48 man, going to favor the 48 man.
Well imagina a fight 12v24. Who gets more profit from AoE caps?We've been begging for the removal of aoe caps since they announced they were adding them lol. Yet, as those live streams and the *** state Cyrodiil is currently in clearly shows they simply are out of touch with their own game.
Im still worried removing them further would still make the zerg even stronger
Every time they add something new to try to break the zerg... it just gets copied to every robot in the zerg and makes it that much more efficient and impossible to break
12 proxdets hitting 48 guys, or 48 proxdets hitting 12 guys, its still going to be a nuclear bomb, that is more than likely due to the sheer number of barriers and heals available to the 48 man, going to favor the 48 man.
And lets be honest: ZOS doesnt want 12 ppl to beat 24. Thats just a fact.
sixuponthelot wrote: »Also zos doesn't want a game where 12 can beat 24. Then I don't understand why they didn't just go with arenas and battlegrounds. In good rvr games a smart group of 12 should be able to best a dumb group of 24
I believe the following is still in effect since 1.6:
"Removed hard caps on the number of targets that can be affected by area of effect abilities.
AoE abilities can now hit up to 60 targets; the first 6 will take 100% damage, the next 24 targets will take 50% damage, and the last 30 targets will take 25% damage.
Abilities that apply a secondary effect, such as Dark Talons, will only immobilize the first 6 targets who take damage."
Why should this apply to players taking aoe damage in pvp?
Let's say you have an aoe that hits 60 players..
10% of those players take 100% damage, 40% take 50% damage, and 50% are tickled for 25% damage.
So your average player has damage reduced by 57.5%
Does this promote tactical small group play, or does it encourage stacking as many people as possible on to one spot for free damage reduction?
These extra players don't really even need to contribute, just by being there they reduce the chance that any other players take full damage from aoes.
And this is why you see the organized raids running with cannon fodder support groups.
16 players in their main group, the group they claim to be, 30-40 running with them that dont "count"
But in the end, the AD blob on Haderus, for example, is 50 strong all of the time.