Thinking further on the changes, the lightning and oil changes are heavily going to favor stam builds. Stam builds aren't hit too hard if they lose 5k magicka, and their stam pools and regen can shrug off 5k stam from oil. Magic builds, healers in particular, should have enough to likewise shrug off lightnings 5k magicka loss, but certainly not 5k stam loss. As it is you'd get maybe 2 cc breaks and a block or dodge roll if you have a racial or tri food and have just enough extra to manage that. One oil catapult, one cc like fear, and most magicka builds won't have any stam left. It's like you think 5k magicka = 5k stam Brian, and it doesn't. If you're looking to target peoples stat pools, you're going to need to actually think about numbers that make sense.
Wroebel linked active defense like cc break, dodge roll, and block to the same pool as physical damage abities. If the pools were separate and you had siege that targeted everyones ability to actively defend equally, that'd be one thing, but that's not the reality. I see even more people going to tornado spam builds as an unintended consequence of this particular change, and I see healers needed to pump more into stamina to survive, making heals even weaker than they're going to be with your meatbag fiasco.
There are good intents and ideas in these changes, so I don't want to throw the baby out with the bathwater (old man expression), but there are also really poorly thought out changes.
You might be able to shrug off one oil catapult...But stamina builds are not going to be able to shrug off 3 or more of them...
You're also forgetting that Stamina is Stamina Builds DPS as well...they're generally spamming things like Steel Tornado for example in zerg balls..or popping Retreating Manuevers...You will not be able to shrug off an instant 15k stamina gone on any setup....
I'm talking a single oil catapult being an issue for non stam builds, of course 3 is going to be silly for everyone. Couldn't see wanting to run anything less than 15k stam on my healer with these changes. Forget the heal debuff and all other siege buffs, all you need to do is put up tons of oil catapults and wipe out 5k stam each hit from people so they can be perma stunned. It didn't sound like a debuff like pulsar, it sounded like you lose 5k each time you're hit. We'll be looking at an oil cata meta and who can cast a few fears the quickest. Fun.
@ZOS_BrianWheeler
Why do you hate small groups so much? This will make it even harder for groups that arent 24 man raids. You should promote smaller groups, not destroy them.
This. RIP pvp if this makes it live. I actually like all but one of the changes (though the damage may be a little overboard).
There's a reason side effects from siege were changed to be purgable in the first place, @ZOS_BrianWheeler unless we've forgotten.
- Having 0 control over your own character is not fun or engaging gameplay. That's why the break free system exists, and why Purge and other spells like it even exist in the game at all. You're trying to fix @Wrobel's problem for him in some roundabout way that makes no sense.
- I am a healer and if my heals are rendered ineffective with no chance to recover their effectiveness I might as well quit the game or just roll a different class/spec because I am completely useless. This is the reason why heal debuff stacking is no longer a thing. Because it is *** and negates an entire aspect of the game.
- You're only promoting zerg gameplay. The pvp will once again revolve around whoever can get the most siege up instead of who can actually play their characters better. The group that will get more siege up you ask? The larger one.
Why are you going against the actual good things that have been done previously in this game? Making siege useful for the average player is fine, but making siege the only important thing in pvp is the wrong way to go. We've been down this road before and those specific reasons plus more I'm probably forgetting are why they do not and should not exist in this game.
Funny enough; we have been down this road before..and when they changed it..it made the game instantly worse by removing one of the few things that worked against Zergballs
I mean..I've seen quite a few posts here of people who are talking about how this will kill PvP; and virtually everyone of them is in large zergball groups
When the change was made the first time everyone was running group of 12-16 in size and they all hated it. Your argument is invalid. It did not affect anything other than making the gameplay more enjoyable. You were still able to smash zerg groups because ultimates weren't affected by AOE caps and soft caps kept stats in check. the people who abused the siege back then were the ones doing the zerging and it will be the same way this time around if they go through with this.
Umm; Ultimates were most certainly affected by AOE caps as that was changed in 1.1.....There were virtually no zergballs before the caps were even announced so i'm not sure where you get that they weren't affected by caps..
The groups running 16 at the time were getting stopped by pugs with siege...soon as they went and made the snare purgable from Oil Catapults those groups became damn near unstoppable...and then they swelled in size to what we have today.
The people who are going to benefit from this the most are going to be zergs yes..but it'll be pug zergs..which need the help to deal with Zergballs of 24 man guild groups who decided they'd rather zerg around instead of ya know..actually being good.
@Turelus I think the issue stated by smaller groups here is that with these changes (unpurgeable stuff), enemy randoms will be able to put some sieges and the players won't be able to counter it by their skills meaning that in any case, skills won't matter anymore but instead you will simply need numbers to win. (when attacking a keep)
This is why "unpurgeable" is no good. Keep defense remains the same, still a numbers game. Walls, siege, etc are no benefit to the defense.
If anything, they should buff defense siege even higher.
What happens if the numbers are the defenders? You buff them once again.
TBH I think they can solve the meatbag at a skill or AoE cap level rather than making it unpurgeable. There have been some good arguments as to why that's not a good idea.
Have the meatbag function as it does now but raise (or remove) the cap of how many people are effected by it and make changes to purge so one or more people spamming it isn't the solution to beating it.
In a groups number way then I feel the AoE cap removal fixes the issue all on it's own, you stack 24 guys on one spot and get pelted with Lightning Ballista and Meatbag then you won't be able to permanently purge any more due to resources and additionally you need to cast more times because you have more people who need to be cleansed.
bowmanz607 wrote: »In my two years of playing this game this has to be one of the worst proposed updates I have ever seen. ARE YOU ACTUALLY KIDDING ME ZOS? THIS IS YOUR ANSWER.
Firstly this promotes more zerging because people are gonna wanna be in a bigger safer group with more healers than ever.
YOU ARE GONNA GIVE PEOPLE THE POWER TO DRAIN MULTIPLE PEOPLES STAMINA AND MAGIKA POOLS SIMULTANEOUSLY. WHO THE HELL COMES UP WITH THESE IDEAS?
IS THIS EVEN GONNA BE TESTED ON A LARGE SCALE FIRSTLY?
IM UTTERLY AND PROFOUNDLY SHOCKED AT THESE CHANGES.
*breathe*
LESS SKILL AND MORE ZERG
LESS SKILL AND MORE ZERG
LESS SKILL AND MORE ZERG
LESS SKILL AND MORE ZERG
LESS SKILL AND MORE ZERG
LESS SKILL AND MORE ZERG
that makes no sense. the bigger the group the more you will get hit with siege. the smaller the group the less likely ppl will use siege against you. Also, the champ tree made it so any person who even half-way knows what they are doing have no issues with resource managment. this make resource management a real thing again. Also, you dont like getting hit with it, then guess waht...DONT STAND IN IT!!!! People keep talking about how people will run in bigger groups because they will need more heals. Ya maybe IF YOUR STANDING IN THE DAMN RED CIRCLE! Sure if people continue to stand in siege ike they curntly do know then ya you might want more healers and what not around you. Dont stand in the crap! dodgeroll! Again this change still needs to be tested and will be coupled with other changes in the game so dont get your panties in a wad just yet.
Take a deep breathe, step back, wait for the other changes to be announced, and then jump on the PTS to test it out.
We all know the second anything gets to PTS its almost 99% always going to be going live and will be there for the next 6 months before any talk of changes. Some of the changes being discussed don't make sense for the game.
I am all for reducing the effectiveness of any kind of Purge, but totally nullifying it when it relates to heal-reduction or any kind of long-term debuff is absurd.
Something for which there is zero counter does not balance anything.
@Turelus I think the issue stated by smaller groups here is that with these changes (unpurgeable stuff), enemy randoms will be able to put some sieges and the players won't be able to counter it by their skills meaning that in any case, skills won't matter anymore but instead you will simply need numbers to win. (when attacking a keep)
This is why "unpurgeable" is no good. Keep defense remains the same, still a numbers game. Walls, siege, etc are no benefit to the defense.
If anything, they should buff defense siege even higher.
What happens if the numbers are the defenders? You buff them once again.
TBH I think they can solve the meatbag at a skill or AoE cap level rather than making it unpurgeable. There have been some good arguments as to why that's not a good idea.
Have the meatbag function as it does now but raise (or remove) the cap of how many people are effected by it and make changes to purge so one or more people spamming it isn't the solution to beating it.
In a groups number way then I feel the AoE cap removal fixes the issue all on it's own, you stack 24 guys on one spot and get pelted with Lightning Ballista and Meatbag then you won't be able to permanently purge any more due to resources and additionally you need to cast more times because you have more people who need to be cleansed.
If you are sieging a keep with plenty of enemies inside, plus on top of that, you pick a wall that has already alot of counter-sieges up against you, you are doing it extremely wrong. Use strategies and hit where the enemy doesn't expect it. If you hit a keep already well defended, you should die or be forced to open multiple walls on different sides to find a weak spot.
Or send vampires nightblades mist forming between each siege volleys and cloaking to counter-siegers to neutralize the zone. Remember when it was a thing 8months ago? This is the reality. Getting inside a breach of a defended keep should NOT be a walk in the park.
Thinking further on the changes, the lightning and oil changes are heavily going to favor stam builds. Stam builds aren't hit too hard if they lose 5k magicka, and their stam pools and regen can shrug off 5k stam from oil. Magic builds, healers in particular, should have enough to likewise shrug off lightnings 5k magicka loss, but certainly not 5k stam loss. As it is you'd get maybe 2 cc breaks and a block or dodge roll if you have a racial or tri food and have just enough extra to manage that. One oil catapult, one cc like fear, and most magicka builds won't have any stam left. It's like you think 5k magicka = 5k stam Brian, and it doesn't. If you're looking to target peoples stat pools, you're going to need to actually think about numbers that make sense.
Wroebel linked active defense like cc break, dodge roll, and block to the same pool as physical damage abities. If the pools were separate and you had siege that targeted everyones ability to actively defend equally, that'd be one thing, but that's not the reality. I see even more people going to tornado spam builds as an unintended consequence of this particular change, and I see healers needed to pump more into stamina to survive, making heals even weaker than they're going to be with your meatbag fiasco.
There are good intents and ideas in these changes, so I don't want to throw the baby out with the bathwater (old man expression), but there are also really poorly thought out changes.
You might be able to shrug off one oil catapult...But stamina builds are not going to be able to shrug off 3 or more of them...
You're also forgetting that Stamina is Stamina Builds DPS as well...they're generally spamming things like Steel Tornado for example in zerg balls..or popping Retreating Manuevers...You will not be able to shrug off an instant 15k stamina gone on any setup....
I'm talking a single oil catapult being an issue for non stam builds, of course 3 is going to be silly for everyone. Couldn't see wanting to run anything less than 15k stam on my healer with these changes. Forget the heal debuff and all other siege buffs, all you need to do is put up tons of oil catapults and wipe out 5k stam each hit from people so they can be perma stunned. It didn't sound like a debuff like pulsar, it sounded like you lose 5k each time you're hit. We'll be looking at an oil cata meta and who can cast a few fears the quickest. Fun.
a single catapult shouldn't kill a magicka builds stamina long as you don't get hit twice...
ZOS_BrianWheeler wrote: »For the sake of discussion, and bearing in mind possible changes to Purge (the ability itself as noted by Wrobel in his thread), how would a 50% healing reduction instead of 75% from the meatbag sound as well as being purge-able?
ZOS_BrianWheeler wrote: »For the sake of discussion, and bearing in mind possible changes to Purge (the ability itself as noted by Wrobel in his thread), how would a 50% healing reduction instead of 75% from the meatbag sound as well as being purge-able?
ZOS_BrianWheeler wrote: »For the sake of discussion, and bearing in mind possible changes to Purge (the ability itself as noted by Wrobel in his thread), how would a 50% healing reduction instead of 75% from the meatbag sound as well as being purge-able?
ZOS_BrianWheeler wrote: »For the sake of discussion, and bearing in mind possible changes to Purge (the ability itself as noted by Wrobel in his thread), how would a 50% healing reduction instead of 75% from the meatbag sound as well as being purge-able?
Thinking further on the changes, the lightning and oil changes are heavily going to favor stam builds. Stam builds aren't hit too hard if they lose 5k magicka, and their stam pools and regen can shrug off 5k stam from oil. Magic builds, healers in particular, should have enough to likewise shrug off lightnings 5k magicka loss, but certainly not 5k stam loss. As it is you'd get maybe 2 cc breaks and a block or dodge roll if you have a racial or tri food and have just enough extra to manage that. One oil catapult, one cc like fear, and most magicka builds won't have any stam left. It's like you think 5k magicka = 5k stam Brian, and it doesn't. If you're looking to target peoples stat pools, you're going to need to actually think about numbers that make sense.
Wroebel linked active defense like cc break, dodge roll, and block to the same pool as physical damage abities. If the pools were separate and you had siege that targeted everyones ability to actively defend equally, that'd be one thing, but that's not the reality. I see even more people going to tornado spam builds as an unintended consequence of this particular change, and I see healers needed to pump more into stamina to survive, making heals even weaker than they're going to be with your meatbag fiasco.
There are good intents and ideas in these changes, so I don't want to throw the baby out with the bathwater (old man expression), but there are also really poorly thought out changes.
ZOS_BrianWheeler wrote: »For the sake of discussion, and bearing in mind possible changes to Purge (the ability itself as noted by Wrobel in his thread), how would a 50% healing reduction instead of 75% from the meatbag sound as well as being purge-able?
@ZOS_BrianWheeler
Why do you hate small groups so much? This will make it even harder for groups that arent 24 man raids. You should promote smaller groups, not destroy them.
This. RIP pvp if this makes it live. I actually like all but one of the changes (though the damage may be a little overboard).
There's a reason side effects from siege were changed to be purgable in the first place, @ZOS_BrianWheeler unless we've forgotten.
- Having 0 control over your own character is not fun or engaging gameplay. That's why the break free system exists, and why Purge and other spells like it even exist in the game at all. You're trying to fix @Wrobel's problem for him in some roundabout way that makes no sense.
- I am a healer and if my heals are rendered ineffective with no chance to recover their effectiveness I might as well quit the game or just roll a different class/spec because I am completely useless. This is the reason why heal debuff stacking is no longer a thing. Because it is *** and negates an entire aspect of the game.
- You're only promoting zerg gameplay. The pvp will once again revolve around whoever can get the most siege up instead of who can actually play their characters better. The group that will get more siege up you ask? The larger one.
Why are you going against the actual good things that have been done previously in this game? Making siege useful for the average player is fine, but making siege the only important thing in pvp is the wrong way to go. We've been down this road before and those specific reasons plus more I'm probably forgetting are why they do not and should not exist in this game.
Funny enough; we have been down this road before..and when they changed it..it made the game instantly worse by removing one of the few things that worked against Zergballs
I mean..I've seen quite a few posts here of people who are talking about how this will kill PvP; and virtually everyone of them is in large zergball groups
When the change was made the first time everyone was running group of 12-16 in size and they all hated it. Your argument is invalid. It did not affect anything other than making the gameplay more enjoyable. You were still able to smash zerg groups because ultimates weren't affected by AOE caps and soft caps kept stats in check. the people who abused the siege back then were the ones doing the zerging and it will be the same way this time around if they go through with this.
Umm; Ultimates were most certainly affected by AOE caps as that was changed in 1.1.....There were virtually no zergballs before the caps were even announced so i'm not sure where you get that they weren't affected by caps..
The groups running 16 at the time were getting stopped by pugs with siege...soon as they went and made the snare purgable from Oil Catapults those groups became damn near unstoppable...and then they swelled in size to what we have today.
The people who are going to benefit from this the most are going to be zergs yes..but it'll be pug zergs..which need the help to deal with Zergballs of 24 man guild groups who decided they'd rather zerg around instead of ya know..actually being good.
I was probably meaning ultimate synergies, though I'm sure there were some other things not included. Gravity Crush x20 showed up on my screen wayyyyyyy after 1.1.
I find the bolded part quite funny. You're insinuating that the people playing in a group/raid or whatever you want to call it will need to get good because if these changes go through they'll be killed by players just pressing left click. How is that any different from your argument that players spamming steel tornado or one button in groups are unskilled players? My steel tornado doesn't one shot people... maybe we should buff it and give it unpurgeable effects also? In my opinion, it's the pug players that need to get good because all I see out of most of them is free combat frenzies for my enemies or myself. Pug zergs are still zergs.
Removing AOE caps to allow these players the chance to fight the larger groups you hate so much is the way to improve gameplay. Right now those players can't "get good" because of game mechanics and that's ***. Changing Purge and Barrier is how you fix those abilities. We can't fix one part of the game by adding new things on the other side... that's like saying Shieldbreaker fixed shield stacking. Adding this kind of unnecessary change (unpurgeable effects) is only going to muddy everything up.
@Turelus I think the issue stated by smaller groups here is that with these changes (unpurgeable stuff), enemy randoms will be able to put some sieges and the players won't be able to counter it by their skills meaning that in any case, skills won't matter anymore but instead you will simply need numbers to win. (when attacking a keep)
This is why "unpurgeable" is no good. Keep defense remains the same, still a numbers game. Walls, siege, etc are no benefit to the defense.
If anything, they should buff defense siege even higher.
What happens if the numbers are the defenders? You buff them once again.
TBH I think they can solve the meatbag at a skill or AoE cap level rather than making it unpurgeable. There have been some good arguments as to why that's not a good idea.
Have the meatbag function as it does now but raise (or remove) the cap of how many people are effected by it and make changes to purge so one or more people spamming it isn't the solution to beating it.
In a groups number way then I feel the AoE cap removal fixes the issue all on it's own, you stack 24 guys on one spot and get pelted with Lightning Ballista and Meatbag then you won't be able to permanently purge any more due to resources and additionally you need to cast more times because you have more people who need to be cleansed.
If you are sieging a keep with plenty of enemies inside, plus on top of that, you pick a wall that has already alot of counter-sieges up against you, you are doing it extremely wrong. Use strategies and hit where the enemy doesn't expect it. If you hit a keep already well defended, you should die or be forced to open multiple walls on different sides to find a weak spot.
Or send vampires nightblades mist forming between each siege volleys and cloaking to counter-siegers to neutralize the zone. Remember when it was a thing 8months ago? This is the reality. Getting inside a breach of a defended keep should NOT be a walk in the park.
If you hit a keep that's already well defended you can't just move to the other side... the people inside the keep can just follow you dude. You probably can't even siege because you've got a full raid+ jumping out to attack you while you're being sieged to ***. It's like you never try to do anything without the zerg behind you, Frozn.Thinking further on the changes, the lightning and oil changes are heavily going to favor stam builds. Stam builds aren't hit too hard if they lose 5k magicka, and their stam pools and regen can shrug off 5k stam from oil. Magic builds, healers in particular, should have enough to likewise shrug off lightnings 5k magicka loss, but certainly not 5k stam loss. As it is you'd get maybe 2 cc breaks and a block or dodge roll if you have a racial or tri food and have just enough extra to manage that. One oil catapult, one cc like fear, and most magicka builds won't have any stam left. It's like you think 5k magicka = 5k stam Brian, and it doesn't. If you're looking to target peoples stat pools, you're going to need to actually think about numbers that make sense.
Wroebel linked active defense like cc break, dodge roll, and block to the same pool as physical damage abities. If the pools were separate and you had siege that targeted everyones ability to actively defend equally, that'd be one thing, but that's not the reality. I see even more people going to tornado spam builds as an unintended consequence of this particular change, and I see healers needed to pump more into stamina to survive, making heals even weaker than they're going to be with your meatbag fiasco.
There are good intents and ideas in these changes, so I don't want to throw the baby out with the bathwater (old man expression), but there are also really poorly thought out changes.
You might be able to shrug off one oil catapult...But stamina builds are not going to be able to shrug off 3 or more of them...
You're also forgetting that Stamina is Stamina Builds DPS as well...they're generally spamming things like Steel Tornado for example in zerg balls..or popping Retreating Manuevers...You will not be able to shrug off an instant 15k stamina gone on any setup....
I'm talking a single oil catapult being an issue for non stam builds, of course 3 is going to be silly for everyone. Couldn't see wanting to run anything less than 15k stam on my healer with these changes. Forget the heal debuff and all other siege buffs, all you need to do is put up tons of oil catapults and wipe out 5k stam each hit from people so they can be perma stunned. It didn't sound like a debuff like pulsar, it sounded like you lose 5k each time you're hit. We'll be looking at an oil cata meta and who can cast a few fears the quickest. Fun.
a single catapult shouldn't kill a magicka builds stamina long as you don't get hit twice...
In order to not get hit by the second shot you will be forced to roll dodge, so that catapult shot is 5k stam + a roll dodge. You might have room for a second roll doge if you use food or after some regen if you use drink, but only if you aren't having to block the dozens of projectiles being thrown at you or break free from a stun. That's not to mention the situation only includes one oil catapult. With multiples around it doesn't matter if you roll dodge the first one, you're being hit by the 2nd or third.
Also, I see people saying, "well that has nothing to do with siege, ZOS needs to do this, this and that to fix such and such problem". One of the reasons we're at the point we are at today is because we don't get incremental patches for PvP changes. Everything happens all at once with very little play testing. You can see the result today. Keep clamoring for more of that if you will, but you can have fun in that kind of Cyrodiil by yourself if that time comes again.
ZOS_BrianWheeler wrote: »It's currently a 75% reduction to healing taken.
ZOS_BrianWheeler wrote: »@Sharee "If healing reduction is purgeable then there is no healing reduction as far as a zergball is concerned."
But if the amount of players that can be Purged is reduced, is that still a valid statement?
ZOS_BrianWheeler wrote: »@Sharee "If healing reduction is purgeable then there is no healing reduction as far as a zergball is concerned."
But if the amount of players that can be Purged is reduced, is that still a valid statement?
ZOS_BrianWheeler wrote: »It's currently a 75% reduction to healing taken.
ZOS_BrianWheeler wrote: »@Sharee "If healing reduction is purgeable then there is no healing reduction as far as a zergball is concerned."
But if the amount of players that can be Purged is reduced, is that still a valid statement?
@Turelus I think the issue stated by smaller groups here is that with these changes (unpurgeable stuff), enemy randoms will be able to put some sieges and the players won't be able to counter it by their skills meaning that in any case, skills won't matter anymore but instead you will simply need numbers to win. (when attacking a keep)
This is why "unpurgeable" is no good. Keep defense remains the same, still a numbers game. Walls, siege, etc are no benefit to the defense.
If anything, they should buff defense siege even higher.
What happens if the numbers are the defenders? You buff them once again.
TBH I think they can solve the meatbag at a skill or AoE cap level rather than making it unpurgeable. There have been some good arguments as to why that's not a good idea.
Have the meatbag function as it does now but raise (or remove) the cap of how many people are effected by it and make changes to purge so one or more people spamming it isn't the solution to beating it.
In a groups number way then I feel the AoE cap removal fixes the issue all on it's own, you stack 24 guys on one spot and get pelted with Lightning Ballista and Meatbag then you won't be able to permanently purge any more due to resources and additionally you need to cast more times because you have more people who need to be cleansed.
If you are sieging a keep with plenty of enemies inside, plus on top of that, you pick a wall that has already alot of counter-sieges up against you, you are doing it extremely wrong. Use strategies and hit where the enemy doesn't expect it. If you hit a keep already well defended, you should die or be forced to open multiple walls on different sides to find a weak spot.
Or send vampires nightblades mist forming between each siege volleys and cloaking to counter-siegers to neutralize the zone. Remember when it was a thing 8months ago? This is the reality. Getting inside a breach of a defended keep should NOT be a walk in the park.
If you hit a keep that's already well defended you can't just move to the other side... the people inside the keep can just follow you dude. You probably can't even siege because you've got a full raid+ jumping out to attack you while you're being sieged to ***. It's like you never try to do anything without the zerg behind you, Frozn.
ZOS_BrianWheeler wrote: »For the sake of discussion, and bearing in mind possible changes to Purge (the ability itself as noted by Wrobel in his thread), how would a 50% healing reduction instead of 75% from the meatbag sound as well as being purge-able?
ZOS_BrianWheeler wrote: »@Sharee "If healing reduction is purgeable then there is no healing reduction as far as a zergball is concerned."
But if the amount of players that can be Purged is reduced, is that still a valid statement?
ZOS_BrianWheeler wrote: »@Sharee "If healing reduction is purgeable then there is no healing reduction as far as a zergball is concerned."
But if the amount of players that can be Purged is reduced, is that still a valid statement?
Just make purge castable on self only.
ZOS_BrianWheeler wrote: »For the sake of discussion, and bearing in mind possible changes to Purge (the ability itself as noted by Wrobel in his thread), how would a 50% healing reduction instead of 75% from the meatbag sound as well as being purge-able?
ZOS_BrianWheeler wrote: »@Sharee "If healing reduction is purgeable then there is no healing reduction as far as a zergball is concerned."
But if the amount of players that can be Purged is reduced, is that still a valid statement?
SturgeHammer wrote: »Unless the new number of targets is 1 (self targeted), then I'd say that statement is true.
Also, just as a side note, @ZOS_BrianWheeler, have you considered limiting the group sizes in Cyrodiil from 24 down to 12? I know it'd probably be fairly controversial amongst the playerbase, but I really think that forcing a group to run two 12-man squads instead of one 24-person team would, coupled with siege changes, performance improvements, and AP-gain tweaks, actively encourage groups to split up a bit more, while also making it somewhat more challenging to continually follow around in a massive ball.
The reason I bring this up here is because while this discussion about these siege changes, along with @Wrobel's thread about AoE Cap Removal, have me feeling optimistic, I'm still somewhat worried that the PvP "meta" won't really move away from big AoE-spamming ball-groups slamming themselves against one another.
Plus, just from personal experience, while running in ball-groups is enjoyable at times, it's really quite mindless gameplay once you learn to follow directions. It's only really difficult on the leader(s) calling the shots. 24 or 36 or 48+ person "zergs" really do diminish the skill of individual players. Sure, ultimate-rotation and timely CCs require some skill, and some groups do it better than others, but that's still generally something that falls more to the leader to call out rather than the player to execute themselves. I've always found that running a 12-person team of skilled, geared players is a lot more fun and rewarding than larger groups, and it's also doable with newer players and a great way to help them get better individually when you're not just telling someone "Slot your Steel Tornado and follow the Crown". That style of gameplay will always exist to a degree, but 10-15 people vs. 10-15 people fights are among the best I've experienced (and I've been playing since the 2013 beta), and they're also the best kind of experience a new player can have to become a better group-PvP player.
Mind you, with a 12-member cap, guilds or factions could still very much run 3-4 groups and maintain a 50-player group if they wanted to. It'd just be more work and require more skill and better leadership to do so as seamlessly as is currently possible. That said, if I'm commanding 48 people, I'd honestly much prefer being able to more easily take 4 12-mans and say "Group A go to Bleakers, Group C go to Arrius, and Groups B & D go to Chalman". As it currently stands, doing that with 2 24-mans feels like more work than most would care to deal with, and everyone's just like "screw it, everyone go to Chalman" - which leads to the massive lag-fest ball-group Steel Tornado-spamming Barrier-rotating ridiculousness we currently see every night on Azura's Star.
Also, changing AP-gain rates to scale a bit more punishingly for massive groups would probably be worth, at the very least, testing for a Patch or two (and tie AP-gain to people who participate in the fight, not to whoever sticks around in a point-of-interest for the defensive tick, a problem that groups have been abusing to cheaply and artificially farm up ridiculous levels of AP for one person in their group by forcing everyone to leave a resource so one person can reap the entire AP tick for themselves, effectively removing the possibility of anyone besides the "chosen one" of the top 2-3 groups on a server from having an even remote chance at being crowned Emperor). That, along with removing/changing those AoE Caps and empowering siege would be, together, really big changes, and I think they would work for the better. For everyone - not just experienced groups, or skilled-solo players, or new PvPers.
Not sure how anyone else would feel about 12-man groups, but at the very least, I hope it's a topic of discussion for you. Besides, since @ZOS_RichLambert confirmed a while back that y'all have scrapped the concept of adding 24-man Trials, that means you really don't have any piece of content that requires more than 12 people. . .so, why not let the maximum group size reflect the maximum number of people required for Trials?
Just my thoughts.