Fengrush, I've stood by you and agreed with a lot of things you've said, but siege in the sewers? Come on man wtf. I go to the IC to get away from that crap. I know AOE caps are bad, but they be messing with your wiring.
P.S. The dishonourable duel made me laugh so hard I think I snorted.
Read the last reply! Some already got this - I cant just make ANOTHER aoe caps thread. Sometimes you have to do it a little differently.
Fengrush, I've stood by you and agreed with a lot of things you've said, but siege in the sewers? Come on man wtf. I go to the IC to get away from that crap. I know AOE caps are bad, but they be messing with your wiring.
P.S. The dishonourable duel made me laugh so hard I think I snorted.
Read the last reply! Some already got this - I cant just make ANOTHER aoe caps thread. Sometimes you have to do it a little differently.
Ahem, yes. Well, I figured it was something like that.
To Fengrush's stream viewers, let us all create AOE cap threads every day until ZOS finally give in and remove them. BROTHERS AND SISTERS OF THE BICEPS, LET US UNITE
Because it's totally realistic for people to set up siege engines in underground sewer tunnels.
We need AoE caps removed. Fengrush knows that's the point of this post, not to get siege enabled in the sewers. He's drawing us in with the drama he's gotten himself known for.
Get yourself some pocket proxidetors dude. Join the zerg. Beeee the zeeerrrg.
Pretty much (and I cant just make another remove AOE caps thread, theyd be directed to Wrobels forum which has a total of like 3 posts ever from him) - its just the whole 'siege is the answer' logic doesnt work in the only PVP DLC which often has the same issue you can face out in cyro.need to go!
Siege is and always has been a dumb answer. I'd get on board for removing aoe caps since it's a weird artificial mechanic, but the caveat I'd want implemented would still probably be just as frustrating to you. If you remove aoe caps and allow a situation where 2-3 can wipe 16+ (even if they're bad, and I know there are a lot of groups like that), that doesn't just apply to your small man group. It really would just melt everyone trying to siege a keep and have larger scale fights, which is and always has been the emphasis for cyrodiil. So, the caveat I'd want in tandem with an aoe cap removal is a better balancing of the meta to stop some of the ridiculous damage numbers that are possible with a simple prox det + ult dump (and if that were implemented properly, you still wouldn't be able to wipe that group of 16 with 2-3 any easier, which has been your main gripe to begin with).
Just seems like a never-ending strawman argument to me. You want aoe caps removed, but doing that without also addressing the damage numbers would be moronic, and if they were addressed, you'd be back to square one and still struggling to wipe that many with so few.
On a side note, people still go to the sewers? o.O
Because it's totally realistic for people to set up siege engines in underground sewer tunnels.
We need AoE caps removed. Fengrush knows that's the point of this post, not to get siege enabled in the sewers. He's drawing us in with the drama he's gotten himself known for.
Get yourself some pocket proxidetors dude. Join the zerg. Beeee the zeeerrrg.
Pretty much (and I cant just make another remove AOE caps thread, theyd be directed to Wrobels forum which has a total of like 3 posts ever from him) - its just the whole 'siege is the answer' logic doesnt work in the only PVP DLC which often has the same issue you can face out in cyro.need to go!
Siege is and always has been a dumb answer. I'd get on board for removing aoe caps since it's a weird artificial mechanic, but the caveat I'd want implemented would still probably be just as frustrating to you. If you remove aoe caps and allow a situation where 2-3 can wipe 16+ (even if they're bad, and I know there are a lot of groups like that), that doesn't just apply to your small man group. It really would just melt everyone trying to siege a keep and have larger scale fights, which is and always has been the emphasis for cyrodiil. So, the caveat I'd want in tandem with an aoe cap removal is a better balancing of the meta to stop some of the ridiculous damage numbers that are possible with a simple prox det + ult dump (and if that were implemented properly, you still wouldn't be able to wipe that group of 16 with 2-3 any easier, which has been your main gripe to begin with).
Just seems like a never-ending strawman argument to me. You want aoe caps removed, but doing that without also addressing the damage numbers would be moronic, and if they were addressed, you'd be back to square one and still struggling to wipe that many with so few.
On a side note, people still go to the sewers? o.O
If the 16+ aren't all standing on top of each other within the radius of one aoe ult bomb, they won't get wiped. That's the entire point of removing aoe caps, forcing people to spread out. There used to be group play in this game that wasn't 100% focused on stacking in a ball all the time, but changes to mechanics have devolved group play to its current state.
Because it's totally realistic for people to set up siege engines in underground sewer tunnels.
We need AoE caps removed. Fengrush knows that's the point of this post, not to get siege enabled in the sewers. He's drawing us in with the drama he's gotten himself known for.
Get yourself some pocket proxidetors dude. Join the zerg. Beeee the zeeerrrg.
Pretty much (and I cant just make another remove AOE caps thread, theyd be directed to Wrobels forum which has a total of like 3 posts ever from him) - its just the whole 'siege is the answer' logic doesnt work in the only PVP DLC which often has the same issue you can face out in cyro.need to go!
Siege is and always has been a dumb answer. I'd get on board for removing aoe caps since it's a weird artificial mechanic, but the caveat I'd want implemented would still probably be just as frustrating to you. If you remove aoe caps and allow a situation where 2-3 can wipe 16+ (even if they're bad, and I know there are a lot of groups like that), that doesn't just apply to your small man group. It really would just melt everyone trying to siege a keep and have larger scale fights, which is and always has been the emphasis for cyrodiil. So, the caveat I'd want in tandem with an aoe cap removal is a better balancing of the meta to stop some of the ridiculous damage numbers that are possible with a simple prox det + ult dump (and if that were implemented properly, you still wouldn't be able to wipe that group of 16 with 2-3 any easier, which has been your main gripe to begin with).
Just seems like a never-ending strawman argument to me. You want aoe caps removed, but doing that without also addressing the damage numbers would be moronic, and if they were addressed, you'd be back to square one and still struggling to wipe that many with so few.
On a side note, people still go to the sewers? o.O
If the 16+ aren't all standing on top of each other within the radius of one aoe ult bomb, they won't get wiped. That's the entire point of removing aoe caps, forcing people to spread out. There used to be group play in this game that wasn't 100% focused on stacking in a ball all the time, but changes to mechanics have devolved group play to its current state.
Nailed it - if you want to go all in on a ball formation, beware of danger. Oh wait, theres no danger, actually - theres the best damage mitigation in the game available to you.