I think this is just a strange video for people to bring up. There is like 2 mins of fighting that had no skill involved, and the rest is people walking. Isn't walking a huge thing people complain about around here?
SleepyTroll wrote: »But 3 vs 20 is going to lose even with aoe's even if they had no cap? Unless you in a very skilled group like very skilled. If they were spread out though and the heals had to pick the targets to heal the 3 would be able to pick people off or kill the healers first then what is that group going to do with no heals? But eh every one can heal so I guess it wouldn't matter. Would be cool though. And yea sucks about healing being the way it is, healing could be so much more interesting. would be alot better if everyone didn't have access to heals such good heals like healing ward, vigor, and healong springa. groups would have dedicated healers, but I know this mmo is about everyone being able to do everything equally so that won't happen.
_adhyffbjjjf12 wrote: »Remove aoe, it has no place in open world pvp, it rewards balling up, it scales quickly to a point where it destroys combat and is poor gameplay. spamming a skill and playing follow my leader? - this isn't Diablo we are playing, siege weapons are aoe.
_adhyffbjjjf12 wrote: »Remove aoe, it has no place in open world pvp, it rewards balling up, it scales quickly to a point where it destroys combat and is poor gameplay. spamming a skill and playing follow my leader? - this isn't Diablo we are playing, siege weapons are aoe.
1st: Are you referring to heals, damage skills or both?
2nd: Why do AOE's reward balling up?
_adhyffbjjjf12 wrote: »Remove aoe, it has no place in open world pvp, it rewards balling up, it scales quickly to a point where it destroys combat and is poor gameplay. spamming a skill and playing follow my leader? - this isn't Diablo we are playing, siege weapons are aoe.
1st: Are you referring to heals, damage skills or both?
2nd: Why do AOE's reward balling up?
Heals and dmg should be single target preferred (like previous elder scrolls games.)
Aoe should be utility based spells (health debuff, health buff, redistribute magic for defense, etc.)
Healing should only be for your group with a side mechanic that make single target healing powerful.( including spells for self healing)
You'd add a level of complexity to the game that aligns with other ES games, make raid and solo play viable. Large dungeons pulls would be suicide unless planned and in pvp AOE's would be use to debuff it buff and more emphasis on individual actions in group failures or success.
SleepyTroll wrote: »_adhyffbjjjf12 wrote: »Remove aoe, it has no place in open world pvp, it rewards balling up, it scales quickly to a point where it destroys combat and is poor gameplay. spamming a skill and playing follow my leader? - this isn't Diablo we are playing, siege weapons are aoe.
1st: Are you referring to heals, damage skills or both?
2nd: Why do AOE's reward balling up?
Heals and dmg should be single target preferred (like previous elder scrolls games.)
Aoe should be utility based spells (health debuff, health buff, redistribute magic for defense, etc.)
Healing should only be for your group with a side mechanic that make single target healing powerful.( including spells for self healing)
You'd add a level of complexity to the game that aligns with other ES games, make raid and solo play viable. Large dungeons pulls would be suicide unless planned and in pvp AOE's would be use to debuff it buff and more emphasis on individual actions in group failures or success.
I agree why does an ability like steal tornado hitt as hard as single target abilitie? I've never played an MMO like that.
Just make the ball less efficient: lower aoe damage, higher monotarget damage... it's a lot more difficult to mono target in a zerg... it's far easier to brainless aoe.
SleepyTroll wrote: »_adhyffbjjjf12 wrote: »Remove aoe, it has no place in open world pvp, it rewards balling up, it scales quickly to a point where it destroys combat and is poor gameplay. spamming a skill and playing follow my leader? - this isn't Diablo we are playing, siege weapons are aoe.
1st: Are you referring to heals, damage skills or both?
2nd: Why do AOE's reward balling up?
Heals and dmg should be single target preferred (like previous elder scrolls games.)
Aoe should be utility based spells (health debuff, health buff, redistribute magic for defense, etc.)
Healing should only be for your group with a side mechanic that make single target healing powerful.( including spells for self healing)
You'd add a level of complexity to the game that aligns with other ES games, make raid and solo play viable. Large dungeons pulls would be suicide unless planned and in pvp AOE's would be use to debuff it buff and more emphasis on individual actions in group failures or success.
I agree why does an ability like steal tornado hitt as hard as single target abilitie? I've never played an MMO like that.
The hardest hitting abilities in the entire game were magic aoe in dark age of camelot. Still almost every grp revolved around coordinating singletarget dmg.
SleepyTroll wrote: »SleepyTroll wrote: »_adhyffbjjjf12 wrote: »Remove aoe, it has no place in open world pvp, it rewards balling up, it scales quickly to a point where it destroys combat and is poor gameplay. spamming a skill and playing follow my leader? - this isn't Diablo we are playing, siege weapons are aoe.
1st: Are you referring to heals, damage skills or both?
2nd: Why do AOE's reward balling up?
Heals and dmg should be single target preferred (like previous elder scrolls games.)
Aoe should be utility based spells (health debuff, health buff, redistribute magic for defense, etc.)
Healing should only be for your group with a side mechanic that make single target healing powerful.( including spells for self healing)
You'd add a level of complexity to the game that aligns with other ES games, make raid and solo play viable. Large dungeons pulls would be suicide unless planned and in pvp AOE's would be use to debuff it buff and more emphasis on individual actions in group failures or success.
I agree why does an ability like steal tornado hitt as hard as single target abilitie? I've never played an MMO like that.
The hardest hitting abilities in the entire game were magic aoe in dark age of camelot. Still almost every grp revolved around coordinating singletarget dmg.
So why is eso all about balling up then? What was different?
SleepyTroll wrote: »SleepyTroll wrote: »_adhyffbjjjf12 wrote: »Remove aoe, it has no place in open world pvp, it rewards balling up, it scales quickly to a point where it destroys combat and is poor gameplay. spamming a skill and playing follow my leader? - this isn't Diablo we are playing, siege weapons are aoe.
1st: Are you referring to heals, damage skills or both?
2nd: Why do AOE's reward balling up?
Heals and dmg should be single target preferred (like previous elder scrolls games.)
Aoe should be utility based spells (health debuff, health buff, redistribute magic for defense, etc.)
Healing should only be for your group with a side mechanic that make single target healing powerful.( including spells for self healing)
You'd add a level of complexity to the game that aligns with other ES games, make raid and solo play viable. Large dungeons pulls would be suicide unless planned and in pvp AOE's would be use to debuff it buff and more emphasis on individual actions in group failures or success.
I agree why does an ability like steal tornado hitt as hard as single target abilitie? I've never played an MMO like that.
The hardest hitting abilities in the entire game were magic aoe in dark age of camelot. Still almost every grp revolved around coordinating singletarget dmg.
So why is eso all about balling up then? What was different?
AoE caps reward balling up.
SleepyTroll wrote: »SleepyTroll wrote: »SleepyTroll wrote: »_adhyffbjjjf12 wrote: »Remove aoe, it has no place in open world pvp, it rewards balling up, it scales quickly to a point where it destroys combat and is poor gameplay. spamming a skill and playing follow my leader? - this isn't Diablo we are playing, siege weapons are aoe.
1st: Are you referring to heals, damage skills or both?
2nd: Why do AOE's reward balling up?
Heals and dmg should be single target preferred (like previous elder scrolls games.)
Aoe should be utility based spells (health debuff, health buff, redistribute magic for defense, etc.)
Healing should only be for your group with a side mechanic that make single target healing powerful.( including spells for self healing)
You'd add a level of complexity to the game that aligns with other ES games, make raid and solo play viable. Large dungeons pulls would be suicide unless planned and in pvp AOE's would be use to debuff it buff and more emphasis on individual actions in group failures or success.
I agree why does an ability like steal tornado hitt as hard as single target abilitie? I've never played an MMO like that.
The hardest hitting abilities in the entire game were magic aoe in dark age of camelot. Still almost every grp revolved around coordinating singletarget dmg.
So why is eso all about balling up then? What was different?
AoE caps reward balling up.
Yeah they do, but alot more things reward balling up. Barrier,healing springs, purge, seige hitting like a noodle, and smart heals.
Make ground based AoE much more effective than instant cast PBAoE. People should die when they step in stupid.
SleepyTroll wrote: »SleepyTroll wrote: »SleepyTroll wrote: »_adhyffbjjjf12 wrote: »Remove aoe, it has no place in open world pvp, it rewards balling up, it scales quickly to a point where it destroys combat and is poor gameplay. spamming a skill and playing follow my leader? - this isn't Diablo we are playing, siege weapons are aoe.
1st: Are you referring to heals, damage skills or both?
2nd: Why do AOE's reward balling up?
Heals and dmg should be single target preferred (like previous elder scrolls games.)
Aoe should be utility based spells (health debuff, health buff, redistribute magic for defense, etc.)
Healing should only be for your group with a side mechanic that make single target healing powerful.( including spells for self healing)
You'd add a level of complexity to the game that aligns with other ES games, make raid and solo play viable. Large dungeons pulls would be suicide unless planned and in pvp AOE's would be use to debuff it buff and more emphasis on individual actions in group failures or success.
I agree why does an ability like steal tornado hitt as hard as single target abilitie? I've never played an MMO like that.
The hardest hitting abilities in the entire game were magic aoe in dark age of camelot. Still almost every grp revolved around coordinating singletarget dmg.
So why is eso all about balling up then? What was different?
AoE caps reward balling up.
Yeah they do, but alot more things reward balling up. Barrier,healing springs, purge, seige hitting like a noodle, and smart heals.
You´ve hit the nail on the head yourself. The aoe caps are the largest issue. Then comes purge. Then rapid not breaking on heals. Then Barrier. Then smartheal + springsspam (this is not a rework option imho).
I´d start with the caps (because they actually penalize anyone not balling up) and work my way onwards until balling becomes situationally useful but is no longer a necessity.
Maybe the removal of dmg penalty is enough.
If not:
Make efficient purge singleselftargetted. Rework cleanse so anyone affected by the buff effect (50% hostile effect reduction) can not be purged again.
Let rapid break on heals cast.
Targetcap barrier to 12.