nlantoncub18_ESO wrote: »This may have been covered earlier. If so forgive me as I have not had the leisure to read all the pages herein.
I think there is a middle ground in this discussion. I believe there is actually a distinction that should be made between two different types of AOE. Allow me to elaborate.
Type 1: ground target
This type of AOE is exactly what it's name suggests. It is your liquid lighting, you arrow barrage, your healing springs, and your siege. This form of AOE targets ground and achieves mass murder (or healing) by form of DOT for the most part. Large groups either forced into staying in one area (or staying in one area by in-attention) should suffer lethal consequences. Since placing this form of AOE requires skill to place and can be avoided by simply spreading out, it should not suffer an AOE cap. Note for these AOE's to be effective some abilities (looking at you wall of elements) may need a buff and or re-balancing.
Type 2: Caster Centered (Burst AOE)
This category of abilities inflict healing or damage in an instant and are centered on the caster. This includes Steel Tornado, Impulse, Barrier, Purify, and even things like Soul Tether. These abilities are easier to direct, and if properly used by the cream of the crop can inflict horrible devastation on even organized groups. Further up front healing and damage are always preferable to DOT or HOT. Thus these abilities should be hindered by an AOE cap due to other advantages.
This balance method allows abilities, like Caltrops and others, that can be avoided by simply moving out of the way to function in an area denial or dispersion capacity. However if abilities like Purge, Barrier, and Steel Tornado do suffer AOE caps it stops bomb groups from eliminating all contest by min-maxing solely with this abilities in mind.
Thoughts?
nlantoncub18_ESO wrote: »This may have been covered earlier. If so forgive me as I have not had the leisure to read all the pages herein.
I think there is a middle ground in this discussion. I believe there is actually a distinction that should be made between two different types of AOE. Allow me to elaborate.
Type 1: ground target
This type of AOE is exactly what it's name suggests. It is your liquid lighting, you arrow barrage, your healing springs, and your siege. This form of AOE targets ground and achieves mass murder (or healing) by form of DOT for the most part. Large groups either forced into staying in one area (or staying in one area by in-attention) should suffer lethal consequences. Since placing this form of AOE requires skill to place and can be avoided by simply spreading out, it should not suffer an AOE cap. Note for these AOE's to be effective some abilities (looking at you wall of elements) may need a buff and or re-balancing.
Type 2: Caster Centered (Burst AOE)
This category of abilities inflict healing or damage in an instant and are centered on the caster. This includes Steel Tornado, Impulse, Barrier, Purify, and even things like Soul Tether. These abilities are easier to direct, and if properly used by the cream of the crop can inflict horrible devastation on even organized groups. Further up front healing and damage are always preferable to DOT or HOT. Thus these abilities should be hindered by an AOE cap due to other advantages.
This balance method allows abilities, like Caltrops and others, that can be avoided by simply moving out of the way to function in an area denial or dispersion capacity. However if abilities like Purge, Barrier, and Steel Tornado do suffer AOE caps it stops bomb groups from eliminating all contest by min-maxing solely with this abilities in mind.
Thoughts?
mike.gaziotisb16_ESO wrote: »This whole thread is facepalm. I genuinely see no reason to discuss the concept of AoE caps which is why I haven't bothered posting so far.
AoE caps have failed by experiment. They should not be considered a subject for discussion in 2015 any more than the question of the earth being flat or round. Empirical evidence makes both questions outdated.
When the caps were first announced back in April 2014, Atropos of TamrielFoundry wrote a very on-point article (clicky this) analyzing why it was such a bad idea.
Every point he made sounded right and every point was proven correct in time. Yet here we are 19 months later still debating the same points with 0 indication from the developers as to why they even think AoE caps are a good idea or necessary.
Pointless thread is pointless.
[snip] Since @Wrobel went silent I'm not really expecting anything anymore. Talk about false hope
And I think most PVP people will do the same, me included. Plus all the casuals who this game is being catered to will leave when the next TES game comes out. RIPYep - at this point i´m merely waiting for someone to tell us wrobel knows best and aoe caps are going to stay. That will be the day i instantly deinstall the game and put their website on my blocklist so i don´t ever consider going back.
[snip] Since @Wrobel went silent I'm not really expecting anything anymore. Talk about false hope
Yep - at this point i´m merely waiting for someone to tell us wrobel knows best and aoe caps are going to stay. That will be the day i instantly deinstall the game and put their website on my blocklist so i don´t ever consider going back.
@turgon1987 When Forward Camps are reintroduced, blood-porting like before will not be possible.turgon1987 wrote: »Remove the AoE caps it is one of the best ideas, since you introduced that the lag in Cyrodiil is awful, of course there more things to be sorted about lag but that is one of them.
Reintroducing the camps (I know some of you will kill me for saying this) will be another good idea. I do think with camps we had much less lag. We had groups fighting everywhere in the map but since you removed them is a zerg vs zerg vs zerg and the lag is horrible. You can see the same fights over and over again in the same spots because no one wants to ride 10 min to reach another spot but the pvp guilds.
Last week, we had a really successful discussion on player abilities. It was super constructive
ZOS_GinaBruno wrote: »Here you go, guys: http://forums.elderscrollsonline.com/en/discussion/233498/pc-mac-patch-notes-v2-2-7
Combat & Gameplay
General
- Fixed several minor issues for the following abilities, based on the adjustments made in patch v2.2.5:
- Blazing Spear: Decreased the damage values, which were previously higher than intended.
OK ZOS, maybe it wasn't "intended". But maybe it should become the intent if it results in better balance.ZOS_GinaBruno wrote: »Here you go, guys: http://forums.elderscrollsonline.com/en/discussion/233498/pc-mac-patch-notes-v2-2-7
Combat & Gameplay
General
- Fixed several minor issues for the following abilities, based on the adjustments made in patch v2.2.5:
- Blazing Spear: Decreased the damage values, which were previously higher than intended.
Forgive me if I'm a tad off-topic here, but 2.2.7 dropped today, and looking through the conversation from two weeks ago "Greeting's ESO Forum Posters", regarding class skills, where did you @Wrobel get the impression that Templar class skills are causing too much damage and need to be adjusted downward?
Themes that I read included:
- Don't nerf skills
- Adjust Templar and DK class skills to cause more damage
Why post these forums and have discussions if you're taking action that violates the spirit of the discussions?
From today's patch notes:ZOS_GinaBruno wrote: »Here you go, guys: http://forums.elderscrollsonline.com/en/discussion/233498/pc-mac-patch-notes-v2-2-7
Combat & Gameplay
General
- Fixed several minor issues for the following abilities, based on the adjustments made in patch v2.2.5:
- Blazing Spear: Decreased the damage values, which were previously higher than intended.
Forgive me if I'm a tad off-topic here, but 2.2.7 dropped today, and looking through the conversation from two weeks ago "Greeting's ESO Forum Posters", regarding class skills, where did you @Wrobel get the impression that Templar class skills are causing too much damage and need to be adjusted downward?
Themes that I read included:
- Don't nerf skills
- Adjust Templar and DK class skills to cause more damage
Why post these forums and have discussions if you're taking action that violates the spirit of the discussions?
From today's patch notes:ZOS_GinaBruno wrote: »Here you go, guys: http://forums.elderscrollsonline.com/en/discussion/233498/pc-mac-patch-notes-v2-2-7
Combat & Gameplay
General
- Fixed several minor issues for the following abilities, based on the adjustments made in patch v2.2.5:
- Blazing Spear: Decreased the damage values, which were previously higher than intended.
Yeah I don't get it either. Blazing Spear already did next to no damage. Why in the world would make it deal even less?