Derra puttin in work. Removing AOE caps isn't going to fix all of our problems, but it's definitely a great first step towards fun and balanced gameplay.
AFrostWolf wrote: »AFrostWolf wrote: »AFrostWolf wrote: »AFrostWolf wrote: »Why do you want and artificial cap on dmg for people who already outnumber their opponent?
Why do you want dmg calculations to become even more complicated - sticking to specific targets no longer working with proximity. How should your dmg stacking work? Like smarthealing where the lowest targets get prioritized by dmg? That would be even worse than removing caps - not for organised grps but for the random players. Once your HP drop that would be a deathsentence - instantly.
Could you explain to me what about your proposal makes more sense than just flat out removing caps?
I don't want an artificial cap. What I want is for this not to be a knee jerk reaction. There are many things that need to be changed besides just the AoE cap. Right now the best thing to do is to adjust the cap while all the other things are changed as well. Test it out and slowly adjust as needed. What happens if we remove the AoE cap from the start fully, and then it turns out that X Y and Z change later makes it even worse? Alternatively, What if X Y Z change ends up fixing the problem after a bit of tweaking? The issue is far more complex than just remove AoE caps 100%. There are so many little things that will be tweaked it's best to take the time and do it slowly and correctly.
Proximity is a problem skill that Wrobel mentioned needed tweaking. I'm no expert in calculations here, I don't know how they can make the damage stack, but it's something that i thought needs to happen in response to something fengrush said back on the first page.
"If youre hitting 16 people, and 6 for full at a time, youre picking 6 different targets each time. If youre hitting 24, or 30 players, the statistical chance you hit the target that you wanted to hit, who you previously put the most damage on, keeps getting worse and worse. Ultimately, its extremely unlikely to hit the target you want and burst that guy down. Instead, you have to throw out overwhelming amounts of damage and actually out damage their healing by a large margin in a short span of time (something not possible when significantly outnumbered. This becomes impossible when you factor in templar ult for reduction but more importantly: barrier."
So you don´t want equal chances - because that´s what no caps would do.
It has nothing to with knee jerk reactions. People want a level playing field. I still don´t understand what you don´t want about that apart from large grps having an arbitrairy advantage apart from being more ppl in the first place.
You give no good reason for caps to exist. Please explain to me the reason why there should be a cap in the first place.
It is a knee jerk reaction. A damn popular one. You want an even playing field. We all do, But Aoe caps and just AoE caps alone IS NOT the only factor. That is why it needs to be adjusted multiple times till we hit the right balance between the AoE cap and all the other things that need changing.
Explain please why you feel an aoe cap should exist and why removing it would be a kneejerk reaction in terms of creating a level playing field in cyrodiil.
I already have. You are refusing to comprehend it.
No you did not. You refuse to give an answer to my question why an aoe cap should exist in the first place and why a removal would be counterproductive in creating a level playing field for grps of all sizes.
Do you not agree on the point that having dmg reduction on hitting more than 6 targets with an aoe spell is something counteracting equality?
You are assuming that I want an Aoe Cap to exist. You are ignoring the problem that lies with HOW we remove it.
We used to NOT have AoE cap. Now we do.
We have an AoE cap. Now it's gone.
In both cases are the addition and removal of the AoE caps an extreme. We go from 1 to the other without taking into account all the other things that need to be taken care of. Here is a small list of some things that also need to be taken into account.
Lava_Croft wrote: »Why is this such a difficult subject for some? Why can't we just try it without AoE caps and see what happens instead of these nearly 2 years if theorycrafting? Cyrodiil can hardly get any worse besides a return to the permanent 3fps of yore.
Lava_Croft wrote: »Why is this such a difficult subject for some? Why can't we just try it without AoE caps and see what happens instead of these nearly 2 years if theorycrafting? Cyrodiil can hardly get any worse besides a return to the permanent 3fps of yore.
There were no cap in the beginning on pulsar and batswarm if I remember well, and we had huge (2 warbands guild) stacks in 10 square meter, zone healing, purging and pulsing/batswarming to death anyone approaching. There are still some vids of this I think.
So we do know it wont do anything good for depack, we will just get enormous aoe stackers with more lag, aiming to outdamage everyone. I remember pretty well 3 warbands running in circle and dropping distance aoe and siege weapons on it with little effect on that kind of spamball... and incredible lag.
Then the caps were introduced... that's why they exist by the way.
The more important part is if there is no AoE cap the calculations will be reduced. I dont remember the servers lagging so much back at launch as they are lagging now (try Azura Star EU).
I think it's safe to say this is do or die soon. The game is in the most horrible state PVP wise it's ever been in. Azura is unplayable not only during prime time but from something like 15:00 PM - 01:00 AM. I've not been under 2-300 ping in +2 hours even though I've been half a map away from the zerg v zerg v zerg fights. The game is dying in its current state.
It's not even a question of 'should we remove AOE caps', it's 'remove AOE caps or the rest of this crumbling PVP playerbase will leave'.
PainfulFAFA wrote: »... is what has driven ESO to what it is today. A zergy laggy mess.
Then again, the lag is the responsability of zos... but it does not qualify their request for aoe decap as valid. And it has been uncapped in the past on spells like pulsar and batswarm... with no positive effect.
Lava_Croft wrote: »Why is this such a difficult subject for some? Why can't we just try it without AoE caps and see what happens instead of these nearly 2 years if theorycrafting? Cyrodiil can hardly get any worse besides a return to the permanent 3fps of yore.
There were no cap in the beginning on pulsar and batswarm if I remember well, and we had huge (2 warbands guild) stacks in 10 square meter, zone healing, purging and pulsing/batswarming to death anyone approaching. There are still some vids of this I think.
So we do know it wont do anything good for depack, we will just get enormous aoe stackers with more lag, aiming to outdamage everyone. I remember pretty well 3 warbands running in circle and dropping distance aoe and siege weapons on it with little effect on that kind of spamball... and incredible lag.
Then the caps were introduced... that's why they exist by the way.
Pulsar and Batswarm both had caps
There were a few abilities that did not have caps at the beginning of the game; Talons and Standard for example..and you most certainly could not stand in Talons or Standard back then and live... In fact just having 2 DKs drop that on a stack of players and pop the synergies would kill loads of people.
Lava_Croft wrote: »Why is this such a difficult subject for some? Why can't we just try it without AoE caps and see what happens instead of these nearly 2 years if theorycrafting? Cyrodiil can hardly get any worse besides a return to the permanent 3fps of yore.
There were no cap in the beginning on pulsar and batswarm if I remember well, and we had huge (2 warbands guild) stacks in 10 square meter, zone healing, purging and pulsing/batswarming to death anyone approaching. There are still some vids of this I think.
So we do know it wont do anything good for depack, we will just get enormous aoe stackers with more lag, aiming to outdamage everyone. I remember pretty well 3 warbands running in circle and dropping distance aoe and siege weapons on it with little effect on that kind of spamball... and incredible lag.
Then the caps were introduced... that's why they exist by the way.
Pulsar and Batswarm both had caps
There were a few abilities that did not have caps at the beginning of the game; Talons and Standard for example..and you most certainly could not stand in Talons or Standard back then and live... In fact just having 2 DKs drop that on a stack of players and pop the synergies would kill loads of people.
lol. just lolPulsar and Batswarm both had caps
There were a few abilities that did not have caps at the beginning of the game; Talons and Standard for example..and you most certainly could not stand in Talons or Standard back then and live... In fact just having 2 DKs drop that on a stack of players and pop the synergies would kill loads of people.
Yeah I could have spoken of Talons
And batswarm was utterly bugged for a long time
All of this missing the point: massively decrease aoe damage and go for a far better gameplay instead of asking for aoe damage decap that will cause more problems than if solves.
skillastatb16_ESO wrote: »Lava_Croft wrote: »Why is this such a difficult subject for some? Why can't we just try it without AoE caps and see what happens instead of these nearly 2 years if theorycrafting? Cyrodiil can hardly get any worse besides a return to the permanent 3fps of yore.
There were no cap in the beginning on pulsar and batswarm if I remember well, and we had huge (2 warbands guild) stacks in 10 square meter, zone healing, purging and pulsing/batswarming to death anyone approaching. There are still some vids of this I think.
So we do know it wont do anything good for depack, we will just get enormous aoe stackers with more lag, aiming to outdamage everyone. I remember pretty well 3 warbands running in circle and dropping distance aoe and siege weapons on it with little effect on that kind of spamball... and incredible lag.
Then the caps were introduced... that's why they exist by the way.
Pulsar and Batswarm both had caps
There were a few abilities that did not have caps at the beginning of the game; Talons and Standard for example..and you most certainly could not stand in Talons or Standard back then and live... In fact just having 2 DKs drop that on a stack of players and pop the synergies would kill loads of people.
How about you don't stand in red circle ? Didn't you learn that in PvE ?
lol just lol. You guys are so obsessed bragging with pugs mass killing you don't even see how aoe lagtrain are killing pvp. And read the above posts for arguments...
This is a gw2 "aoe rules" kind of point of view, with all respect.
As far as i'm concern, total removal of aoe would be the perfect move. But decreasing aoe spell power and cast frequency is also a good solution to make aoe spamballs irrelevant. The point is not just to kill lag, it's also to kill brainless aoe spamming. Gameplay quality would most certainly level up when people would get obliged to assist in melee.
The more important part is if there is no AoE cap the calculations will be reduced. I dont remember the servers lagging so much back at launch as they are lagging now (try Azura Star EU).
Now in the meanwhile a lot of calculation have been transfered to servers to kill bots and pvp servers are not maintained so often they used to, steel tornadoes did not exist as execute and therefore were not used systematically... ect ect... they are lots of potential causes for lag, among which aoe cap has never been recognized as a major lag factor by zos... and they do have game stats, so if it would be so easy to suppress lag, they would already have done it i'm sure.
And you don't remember, but ... it did lag like hell while approaching that kind of organized aoe spam groups for which winning is more essential than the quality of the gameplay for all other players... and that gameplay is just purely vomitive.
Now bomb-tornadoe-aoe groups will defend that smelly gameplay like hell, so they can brag killing pugs by dozen, and most off them never tried anything else. It's clearly more difficult to coordinate a mono target group than an aoe spam group.
Pulsar and Batswarm both had caps
There were a few abilities that did not have caps at the beginning of the game; Talons and Standard for example..and you most certainly could not stand in Talons or Standard back then and live... In fact just having 2 DKs drop that on a stack of players and pop the synergies would kill loads of people.
Yeah I could have spoken of Talons
And batswarm was utterly bugged for a long time
All of this missing the point: massively decrease aoe damage and go for a far better gameplay instead of asking for aoe damage decap that will cause more problems than if solves.
For as long as the cap remains, decreasing damage and frequency won't have that much impact. As soon as you're in a blob with more than 6 players, the rest of the blob takes drastically reduced damage from AoE. Decreasing AoE damage without removing the cap just means that the players in the blob will take even less damage, and will blob even more to counter the reduced damage they are dealing.This is a gw2 "aoe rules" kind of point of view, with all respect.
As far as i'm concern, total removal of aoe would be the perfect move. But decreasing aoe spell power and cast frequency is also a good solution to make aoe spamballs irrelevant. The point is not just to kill lag, it's also to kill brainless aoe spamming. Gameplay quality would most certainly level up when people would get obliged to assist in melee.
Says the biggest zerger on EU.
PainfulFAFA wrote: »lol. just lolPulsar and Batswarm both had caps
There were a few abilities that did not have caps at the beginning of the game; Talons and Standard for example..and you most certainly could not stand in Talons or Standard back then and live... In fact just having 2 DKs drop that on a stack of players and pop the synergies would kill loads of people.
Yeah I could have spoken of Talons
And batswarm was utterly bugged for a long time
All of this missing the point: massively decrease aoe damage and go for a far better gameplay instead of asking for aoe damage decap that will cause more problems than if solves.
Running in ball groups already gives zerglings artificial mitigation (because of AoE Caps) on top of all the healing and YOU WANT AOE DMG NERFED? just lol no comment wont waste time arguing you.
Please take some time to read post # 28 and while you're at it, take a listen to what the people from the We Are ESO podcasts argue about the state of PvP. I challenge you to come up with an eleborate counter arguement to what those players have raised about the state of PvP, instead of just stating something for the heck of it without doing some research first.