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A partial solution for zergs and aoe caps

Firellight
Firellight
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I say partial for the skeptics and those displeased by what is written below. Just some notes I jotted down of an idea that revisits my mind when I get into an ESO mood. I turned casual a long time ago because PvP is played out and uninteresting (except for the odd time somebody decides to take a scroll up a mountain, and people raid a deserted campaign). I am unaware of PvP's current issues, but I can assume that the zerg/aoe problem has never been resolved, and small scale combat is rare and almost exclusive for v14 DKs. Comment what you like about below, add to it, criticize, etc.

Patch Notes for Update XVYZ.12345678

- AoE caps removed.
- All damage in an AoE is the same for everybody in the area.
- Group leaders can organize subgroups to form squads/skirmish parties/scout parties/etc.
- Crowd Focus prioritizes people in subgroup and party, and is only affective in PvP.
(I can't think of a word other than focus. It's hard to come up with a word that doesn't start with c, as in concentration, or d, as in disorientation. Crowd focus would be a word often used as an acronym, like CF, but CC and CD are already established acronyms.)

Crowd Focus:
- A crowded area makes you lose your focus a bit, reducing your damage output depending on the severity, capping at 90% damage reduction.
- Crowd focus starts counting after the first 4 people have been counted (e.g. subgroup), to ensure that small scale/squad combat remains untouched.
- -10% damage output for every ally within 3m of self. -5% per ally within 5m of self.
- Healing output is reduced by 5% and 2%, respectively (including draining/self-healing effects). This does not affect the first four people.
- Also, the claustrophobia stresses you out to the point that your MP/SP recovery is reduced by 2% and 1%, respectively.

While crowd focus may not be effective in disposing a zerg, it definitely would render a full zerg group nearly harmless to a well-coordinated group of equal numbers. For groups with smaller numbers, with the help of a defensive advantage, siege weapons would be changed to the following.

Ballistae: 35% Max HP true damage (50% in the inner half of the AoE).
Trebuchet: 35% Max HP true damage (50% in the inner half of the AoE).
Catapult: 35% Max HP true damage (50% in the inner half of the AoE).
Oilpot: 35% Max HP true damage (50% in the inner half of the AoE).
Scattershot Catapult: 50% Max HP true damage across the entire AoE.
Fire/Oil: Burns targets for 5% Max HP every 0.5 seconds for 5 seconds.
Lightning/Iceball: Slows targets for 50% for 5 seconds.
Meatbag: Poisons targets for 5% Max HP every 0.5 seconds for 5 seconds.

Seriously, if you get impaled by a ballista bolt, is your full plated armour going to help you? Use a magic siege shield or be blown in one to three shots.
Edited by Firellight on August 24, 2015 12:56AM
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