johan.danielsson1994b16_ESO wrote: »I guess you never saw PvP pre 1.6 Wrobel. 5 man groups could put up very strong fights against 20 people.. IF you will change healing you need to chnage it in a way that isnt punishing smaller sized groups. Keep heal cap on 6 but completely REMOVE the damage cap, that solves all problems. Numbers shouldnt matter, Skill howeever, should.
The reason healing can outscale damage is AOE caps and turteling.......
With that being said, there are a few situations where healing is able to out scale damage. The first step we are taking is to look at some of the abilities that heal far more than we would like in large group fights. We’re specifically looking at Purge and Barrier initially, and will be reducing the max targets these abilities can hit. While we are looking at specific abilities, we are also looking into Magicka Detonation. This ability was always intended to be more effective versus groups and less effective against individual targets, and it is not meeting those design goals currently.
Someone who PvPs a lot will have to say whether this would make sense or not, but how about considering this the other way around? Currently, the more enemies there, the less damage is effectively done. Why not increase the damage done based on the number of players hit? So 25% to the first 6, 50% to the next 24, and 100% to the last 30. That way, the AoE abilities are good against large groups, but single-target spells remain useful in 1-on-1 situations. Zergs spamming the AoEs wouldn't be very effective, as they will be up against a smaller number, and healers wouldn't be able to heal the zerg as effectively because more people will have taken more damage.We want AoE abilities to be useful in PvP. That being said, we don’t want them to be the end all be all - single target abilities should also be useful. The intention of the caps and falloff is that AoE damage will be able to outpace healing in large group battles, but not dominate it. Healing abilities currently cap at 6 targets, where damage can hit up to 60 targets (100% to the first 6, 50% to the next 24, and 25% to the last 30).
johan.danielsson1994b16_ESO wrote: »I guess you never saw PvP pre 1.6 Wrobel. 5 man groups could put up very strong fights against 20 people.. IF you will change healing you need to chnage it in a way that isnt punishing smaller sized groups. Keep heal cap on 6 but completely REMOVE the damage cap, that solves all problems. Numbers shouldnt matter, Skill howeever, should.
The reason healing can outscale damage is AOE caps and turteling.......
With that being said, there are a few situations where healing is able to out scale damage. The first step we are taking is to look at some of the abilities that heal far more than we would like in large group fights. We’re specifically looking at Purge and Barrier initially, and will be reducing the max targets these abilities can hit. While we are looking at specific abilities, we are also looking into Magicka Detonation. This ability was always intended to be more effective versus groups and less effective against individual targets, and it is not meeting those design goals currently.
You should also reduce the target for maneuver too.
Shhhhhhh... if they do that and fix the Proxy Det scaling along the same lines what would happen to the big beautiful groups of 30-70?Someone who PvPs a lot will have to say whether this would make sense or not, but how about considering this the other way around? Currently, the more enemies there, the less damage is effectively done. Why not increase the damage done based on the number of players hit? So 25% to the first 6, 50% to the next 24, and 100% to the last 30. That way, the AoE abilities are good against large groups, but single-target spells remain useful in 1-on-1 situations. Zergs spamming the AoEs wouldn't be very effective, as they will be up against a smaller number, and healers wouldn't be able to heal the zerg as effectively because more people will have taken more damage.We want AoE abilities to be useful in PvP. That being said, we don’t want them to be the end all be all - single target abilities should also be useful. The intention of the caps and falloff is that AoE damage will be able to outpace healing in large group battles, but not dominate it. Healing abilities currently cap at 6 targets, where damage can hit up to 60 targets (100% to the first 6, 50% to the next 24, and 25% to the last 30).
The issue I have is that AOE attacks are a preferred attack than a single target attack. A lot of battles people just spam steal tornado and runs in a mass group. They have other people spamming healing and speed buffs they can catch anyone and death is almost instant when they get into range,
AOE's should not be considered an attack of choice against a single appointment but right now Steele tornado seems to out damage a lot of single target attacks.
Something needs to be done about zergs spamming Steel Tornado and batswarm,
Oh dear, they may become unsustainable, resulting in groups breaking up and an improvement in the lag situation! Alternatively, they may be forced to coordinate more, resulting in sieges looking as good as this:tinythinker wrote: »Shhhhhhh... if they do that and fix the Proxy Det scaling along the same lines what would happen to the big beautiful groups of 30-70?Someone who PvPs a lot will have to say whether this would make sense or not, but how about considering this the other way around? Currently, the more enemies there, the less damage is effectively done. Why not increase the damage done based on the number of players hit? So 25% to the first 6, 50% to the next 24, and 100% to the last 30. That way, the AoE abilities are good against large groups, but single-target spells remain useful in 1-on-1 situations. Zergs spamming the AoEs wouldn't be very effective, as they will be up against a smaller number, and healers wouldn't be able to heal the zerg as effectively because more people will have taken more damage.We want AoE abilities to be useful in PvP. That being said, we don’t want them to be the end all be all - single target abilities should also be useful. The intention of the caps and falloff is that AoE damage will be able to outpace healing in large group battles, but not dominate it. Healing abilities currently cap at 6 targets, where damage can hit up to 60 targets (100% to the first 6, 50% to the next 24, and 25% to the last 30).
Remember that a group of 5 players is not going to be able to kill a group of 20 players in most situations. It is possible if you catch the group completely off guard or funnel them into a tight space, but in a straight up 5 on 20, the larger numbers are going to win most times.
Oh dear, they may become unsustainable, resulting in groups breaking up and an improvement in the lag situation! Alternatively, they may be forced to coordinate more, resulting in sieges looking as good as this:tinythinker wrote: »Shhhhhhh... if they do that and fix the Proxy Det scaling along the same lines what would happen to the big beautiful groups of 30-70?Someone who PvPs a lot will have to say whether this would make sense or not, but how about considering this the other way around? Currently, the more enemies there, the less damage is effectively done. Why not increase the damage done based on the number of players hit? So 25% to the first 6, 50% to the next 24, and 100% to the last 30. That way, the AoE abilities are good against large groups, but single-target spells remain useful in 1-on-1 situations. Zergs spamming the AoEs wouldn't be very effective, as they will be up against a smaller number, and healers wouldn't be able to heal the zerg as effectively because more people will have taken more damage.We want AoE abilities to be useful in PvP. That being said, we don’t want them to be the end all be all - single target abilities should also be useful. The intention of the caps and falloff is that AoE damage will be able to outpace healing in large group battles, but not dominate it. Healing abilities currently cap at 6 targets, where damage can hit up to 60 targets (100% to the first 6, 50% to the next 24, and 25% to the last 30).https://www.youtube.com/watch?v=9P5egjUf1iA
rather than the stuttery blob of players that we see right now.
usmcjdking wrote: »The problem with zerg balls isn't necessarily that they are undefeatable.
The problem with zerg balls is they show up with precharged 40 meteors, barriers and batswarms while having proxy det charged. You get lagged, then you die to the AOE while you are getting kicked to the login screen.
AoE caps on offensive abilities are NOT the problem. They are problematic on defensive skills.
Healing abilities currently cap at 6 targets, where damage can hit up to 60 targets (100% to the first 6, 50% to the next 24, and 25% to the last 30).
We want AoE abilities to be useful in PvP. That being said, we don’t want them to be the end all be all - single target abilities should also be useful.
The intention of the caps and falloff is that AoE damage will be able to outpace healing in large group battles, but not dominate it.
Remember that a group of 5 players is not going to be able to kill a group of 20 players in most situations. It is possible if you catch the group completely off guard or funnel them into a tight space, but in a straight up 5 on 20, the larger numbers are going to win most times.
We want AoE abilities to be useful in PvP. That being said, we don’t want them to be the end all be all - single target abilities should also be useful. The intention of the caps and falloff is that AoE damage will be able to outpace healing in large group battles, but not dominate it. Healing abilities currently cap at 6 targets, where damage can hit up to 60 targets (100% to the first 6, 50% to the next 24, and 25% to the last 30).