Alright. What "point" exactly do you think you made? Just because you use some numbers (that are wrong btw) doesn't mean you suddenly have an argument.The root of the problem is people asking for nerfs without even understanding the mechanics that empower groups. For example the fact that people still think that groups stack to get an advantage bc of aoe caps is hilarious.
If you don't understand how a car works, don't try to repair it. You will just break it.
Whether you like to admit it or not, larger groups do benefit from AoE caps more than smaller groups. And perhaps if those caps were removed, more larger groups would split into smaller groups and play other areas of the map.
But the fact remains that there is an advantage in stacking because anything over 6 players takes 50% less damage. And anything over 30 players takes 25% less damage. That's just a coding/mathematical fact of this game. But see, I can use numbers to actually make a point. Whereas you have to crutch on a crappy analogy to try and make yours.
Groups move stacked despite aoes. There are two main reasons why stacking is effective:
1) Avoiding single target damage: A group that is moving stacked is much less vulnerable to losing people to single target, as noone is easily targetable. Therefor all incoming single target damage is distributed equally to everyone in the group, meaning it is easy to outheal. Being more spread has a much higher risk of losing people to focussed single target damage.
2) More burst: When you are fighting outnumbered as a group, you generally want to let enemies stack up in a choke and then push them and kill as many as possible in a short time. Then you pull out again to avoid getting focussed by sieges, heal up and get resources back before you engage again. Being close together means that you have more aoes hitting the same targets and killing them.
When it comes to incoming aoe damage, it's only really a concern when you get pushed by another guild. Against pugs there generally isn't a lot of aoe damage hitting you, so it is no problem to outheal it. The only real source of high aoe damage comes from sieges, which already ignore the aoe cap (99% sure).
So, for fighting guilds it's generally better to spread out when they bomb your group. Especially mechanics like VD and Negate make stacking even less desireable. You mention how AoE caps reduce incoming damage by 50% (it's actually only 25% for target 7-30), however not being inside the area of the aoe means you take 100% less damage.
If you fight in a keep where you can't spread defensively, it's usually better to try and catch them and kill them.
If you hit a big group and can't kill them even tho you are hitting 30 people with your aoe, realistically you just don't have enough damage to kill them even without aoe caps. However if they would just run away from your damage so that you only hit 6 people with each aoe, you wouldn't kill them either.
That being said, I don't disagree about aoe caps being a bad mechanic. It simply doesn't have a big impact.
ZOS_Wrobel wrote: »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).
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
My information comes from this post:Alright. What "point" exactly do you think you made? Just because you use some numbers (that are wrong btw) doesn't mean you suddenly have an argument.The root of the problem is people asking for nerfs without even understanding the mechanics that empower groups. For example the fact that people still think that groups stack to get an advantage bc of aoe caps is hilarious.
If you don't understand how a car works, don't try to repair it. You will just break it.
Whether you like to admit it or not, larger groups do benefit from AoE caps more than smaller groups. And perhaps if those caps were removed, more larger groups would split into smaller groups and play other areas of the map.
But the fact remains that there is an advantage in stacking because anything over 6 players takes 50% less damage. And anything over 30 players takes 25% less damage. That's just a coding/mathematical fact of this game. But see, I can use numbers to actually make a point. Whereas you have to crutch on a crappy analogy to try and make yours.
Groups move stacked despite aoes. There are two main reasons why stacking is effective:
1) Avoiding single target damage: A group that is moving stacked is much less vulnerable to losing people to single target, as noone is easily targetable. Therefor all incoming single target damage is distributed equally to everyone in the group, meaning it is easy to outheal. Being more spread has a much higher risk of losing people to focussed single target damage.
2) More burst: When you are fighting outnumbered as a group, you generally want to let enemies stack up in a choke and then push them and kill as many as possible in a short time. Then you pull out again to avoid getting focussed by sieges, heal up and get resources back before you engage again. Being close together means that you have more aoes hitting the same targets and killing them.
When it comes to incoming aoe damage, it's only really a concern when you get pushed by another guild. Against pugs there generally isn't a lot of aoe damage hitting you, so it is no problem to outheal it. The only real source of high aoe damage comes from sieges, which already ignore the aoe cap (99% sure).
So, for fighting guilds it's generally better to spread out when they bomb your group. Especially mechanics like VD and Negate make stacking even less desireable. You mention how AoE caps reduce incoming damage by 50% (it's actually only 25% for target 7-30), however not being inside the area of the aoe means you take 100% less damage.
If you fight in a keep where you can't spread defensively, it's usually better to try and catch them and kill them.
If you hit a big group and can't kill them even tho you are hitting 30 people with your aoe, realistically you just don't have enough damage to kill them even without aoe caps. However if they would just run away from your damage so that you only hit 6 people with each aoe, you wouldn't kill them either.
That being said, I don't disagree about aoe caps being a bad mechanic. It simply doesn't have a big impact.
Let's actually get the numbers correct instead of spreading disinformation, shall we? If you're going to try to correct me, you need to actually be correct:ZOS_Wrobel wrote: »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).
There. Now that we've brushed up on game mechanics 101 for you, let's get to my point which you keep missing:
Yes, there are indeed many reasons why it is advantageous to work with a group. Like you said, it helps versus single-target damage. It also helps because more people means more healing, more ultimates, more damage, and more specific roles. These are all good things, and group play should be encouraged.
BUT there is an arbitrary threshold at 6+ people where larger groups (6+) gain an additional advantage over smaller groups (less than 6). This discourage smaller groups (still groups, still important for the health of the game) because in addition to facing a numerical advantage when fighting outnumbered, they also face diminishing returns on their damage.
My point, more specifically, is that groups like Drac, for example, who run 16+ already have a numbers advantage over groups like Mojican's, for example, who only run 6. You don't need the added benefit of damage reduction, nor should you get it simply because you have more people. If AoE caps were removed, I believe it would significant benefit group play by promoting smaller groups to form. If smaller groups weren't arbitrarily hamstrung by something arbitrary like AoE caps, I think you'd see more small-scale action in other areas of the map.
And, to be honest, maybe you don't think AoE caps have a big impact because you've been thinking it's only a 25% damage reduction for 7-30 when it's in fact a 50% damage reduction.
ZOS_RichLambert wrote: »AoE cap adjustments
First a bit of background - AoE caps are there to help keep single-target abilities effective in PvP. In addition, they allow players the chance to survive some of the larger-scale battles a bit longer. (especially newer players)
We are going to modify the damage caps so that players take more damage. This will have an adverse effect on the newer players in Cyrodiil - and will make AoE more effective, but will help combat the balled-up “stack on crown” groups and spread players out more. The changes will be:We are starting fairly conservatively with this initial round of changes and once we have had a chance to see how they affect things in Cyrodiil on a large scale, we will evaluate further changes.
- The first 6 players hit always take 100% damage
- The next 7 to 30 players take 75% damage (for reference on live this is currently 50%)
- The next 31 to 60 players take 50% damage (for reference on live this is currently 25%)
- Players past 60 take 0 damage (for reference on live this is also currently 0%)
My information comes from this post:Alright. What "point" exactly do you think you made? Just because you use some numbers (that are wrong btw) doesn't mean you suddenly have an argument.The root of the problem is people asking for nerfs without even understanding the mechanics that empower groups. For example the fact that people still think that groups stack to get an advantage bc of aoe caps is hilarious.
If you don't understand how a car works, don't try to repair it. You will just break it.
Whether you like to admit it or not, larger groups do benefit from AoE caps more than smaller groups. And perhaps if those caps were removed, more larger groups would split into smaller groups and play other areas of the map.
But the fact remains that there is an advantage in stacking because anything over 6 players takes 50% less damage. And anything over 30 players takes 25% less damage. That's just a coding/mathematical fact of this game. But see, I can use numbers to actually make a point. Whereas you have to crutch on a crappy analogy to try and make yours.
Groups move stacked despite aoes. There are two main reasons why stacking is effective:
1) Avoiding single target damage: A group that is moving stacked is much less vulnerable to losing people to single target, as noone is easily targetable. Therefor all incoming single target damage is distributed equally to everyone in the group, meaning it is easy to outheal. Being more spread has a much higher risk of losing people to focussed single target damage.
2) More burst: When you are fighting outnumbered as a group, you generally want to let enemies stack up in a choke and then push them and kill as many as possible in a short time. Then you pull out again to avoid getting focussed by sieges, heal up and get resources back before you engage again. Being close together means that you have more aoes hitting the same targets and killing them.
When it comes to incoming aoe damage, it's only really a concern when you get pushed by another guild. Against pugs there generally isn't a lot of aoe damage hitting you, so it is no problem to outheal it. The only real source of high aoe damage comes from sieges, which already ignore the aoe cap (99% sure).
So, for fighting guilds it's generally better to spread out when they bomb your group. Especially mechanics like VD and Negate make stacking even less desireable. You mention how AoE caps reduce incoming damage by 50% (it's actually only 25% for target 7-30), however not being inside the area of the aoe means you take 100% less damage.
If you fight in a keep where you can't spread defensively, it's usually better to try and catch them and kill them.
If you hit a big group and can't kill them even tho you are hitting 30 people with your aoe, realistically you just don't have enough damage to kill them even without aoe caps. However if they would just run away from your damage so that you only hit 6 people with each aoe, you wouldn't kill them either.
That being said, I don't disagree about aoe caps being a bad mechanic. It simply doesn't have a big impact.
Let's actually get the numbers correct instead of spreading disinformation, shall we? If you're going to try to correct me, you need to actually be correct:ZOS_Wrobel wrote: »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).
There. Now that we've brushed up on game mechanics 101 for you, let's get to my point which you keep missing:
Yes, there are indeed many reasons why it is advantageous to work with a group. Like you said, it helps versus single-target damage. It also helps because more people means more healing, more ultimates, more damage, and more specific roles. These are all good things, and group play should be encouraged.
BUT there is an arbitrary threshold at 6+ people where larger groups (6+) gain an additional advantage over smaller groups (less than 6). This discourage smaller groups (still groups, still important for the health of the game) because in addition to facing a numerical advantage when fighting outnumbered, they also face diminishing returns on their damage.
My point, more specifically, is that groups like Drac, for example, who run 16+ already have a numbers advantage over groups like Mojican's, for example, who only run 6. You don't need the added benefit of damage reduction, nor should you get it simply because you have more people. If AoE caps were removed, I believe it would significant benefit group play by promoting smaller groups to form. If smaller groups weren't arbitrarily hamstrung by something arbitrary like AoE caps, I think you'd see more small-scale action in other areas of the map.
And, to be honest, maybe you don't think AoE caps have a big impact because you've been thinking it's only a 25% damage reduction for 7-30 when it's in fact a 50% damage reduction.ZOS_RichLambert wrote: »AoE cap adjustments
First a bit of background - AoE caps are there to help keep single-target abilities effective in PvP. In addition, they allow players the chance to survive some of the larger-scale battles a bit longer. (especially newer players)
We are going to modify the damage caps so that players take more damage. This will have an adverse effect on the newer players in Cyrodiil - and will make AoE more effective, but will help combat the balled-up “stack on crown” groups and spread players out more. The changes will be:We are starting fairly conservatively with this initial round of changes and once we have had a chance to see how they affect things in Cyrodiil on a large scale, we will evaluate further changes.
- The first 6 players hit always take 100% damage
- The next 7 to 30 players take 75% damage (for reference on live this is currently 50%)
- The next 31 to 60 players take 50% damage (for reference on live this is currently 25%)
- Players past 60 take 0 damage (for reference on live this is also currently 0%)
Also to get back to my original comment: I don't argue that aoe caps provide a benefit to larger groups, I simply said that aoe caps aren't the reason why groups stack. Removing aoe caps will have no impact on how groups play.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Izanagi.Xiiib16_ESO wrote: »@Kilandros
https://forums.elderscrollsonline.com/en/discussion/comment/3765305/#Comment_3765305
You may wish to read before you teach people about aoe caps
Also as you know Dracarys generally runs 8-16 so saying 16+ looks a little salty I have to say.
Let's Stay on target shall we
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
NightbladeMechanics wrote: »What would happen to large scale if, overnight, Earthgore and Negate no longer removed ground-places ults of any kind? The commonality in large scale all through this meta has been using Negate + un-negateable damage and healing effects.
I like what you are saying @Joy_Division but I think what everyone is missing is the understanding of what organized group play is. If we go way back in history, something that ZOS did when they created this game was break, at the time, the current game meta of the traditional Tank, Heal, and DPS holy trinity comp. I could spend a few hours searching the web for all the early release articles that support this but I won't. Suffice it to say the generation of players today feel the should be able to do it all solo which is supported by the constant 1 V X hype videos and builds the game is plagued with. Not saying that that play style is wrong in anyway. Group play for organized groups is very intricate. The builds are extremely tuned to do 1 thing and do it very well. When you bring all the necessary parts together you have what i think you are calling a ball group. There is absolutely nothing wrong with this either. In fact the coordination of accomplishing this is amazing (it's the thrill of PVP in ESO). The casual player thinks that the ball group just gets together and pushes 1 or 2 buttons over and over and they are so wrong. The hours of grinding the gear, the hours of playing in a consistent group to create muscle memory, skill, and cohesion is in many instances harder than doing vet hard mode dungeons. Leading such groups is complicated at best. Moving 16 or 24 players across a field together in unison, constantly positioning and repositioning to cover yourself takes a huge level of skill not just from the leader who is constantly watching everything going on around the group including what other groups are coming into the fight. The planning ahead that leaders have to make, the calculations on if my group hits proxi now where will they be in 8 seconds and can we get there as a group is complex. Having specialized roles and builds makes this a little easier but it never changes the possibility that in 3 seconds it could all change (the addiction). In PVE we go in and know with certainty that this is the mechanic of a fight. We know we tank the boss here and hit this DPS threshold and the boss dies in x minutes. In PVP you build your comp to cover as many possibilities, you devise a plan of attack and exit just in case it goes wrong and everyone works in unison performing their roles to reach the objective that may or may not be the same in 2 minutes. I guess PVP is about uncertainty. Building and working together to achieve the unknown and win the fight. I guess for me at least that's the reason we PVP. Static situations that are rinse and repeat suck. PVP is a constant evolution of dynamics that often the group has no control over. So in short group play is about building specialized roles and pushing them to their limits.
This entire thread permeates with the desire and need for change in regards to PVP. This is undeniable. The polarizing issue is not what the problem is or even how the problem is delivered, sustained, or even countered. The issue as I see it is not even a new meta. It's about new innovated ways to play. We can look at this in two ways, from the static map / objective point of view where we see population interacting with objectives or we can look at it from the players interacting with players. Perhaps we are not asking the right questions? Or perhaps the issue we are discussing is really a plea to ZOS to make changes to things we can not change? I really don't think any of us hold the secret answer by ourselves. So let me ask a question that I think is relative and has been discussed a little here: What would happen to PVP if organized group play ceased to exist? What would PVP be like? Is that something you would subscribe to? Is stopping organized PVP even possible?
Prediction:
The meta will change to something new, the elite groups will continue to ball up using all the same support type roles, the more organized groups will still kill thousands of lessor organized groups. At some point down the road ZOS will make a few minor changes to abilities that the majority complain about the most. Old players will leave, new players will come along and the circle of life will continue regardless if they have destro ultis or a rapids spammer in their groups.
Hear hear. I play ESO for this. When the day comes that I can't find a competent one that raids when I can play, I'll be done.
Izanagi.Xiiib16_ESO wrote: »Back when the game was released damage was much more 'over time' rather than burst. Sure there were spikes in damage but in general it would be a long battle between the 2 sides with multiple barriers and other defensive ultis.
Because of this the 50% damage mitigation from extra players actually mattered as you couldn't easily damage the same 6 people in an effort to 'burst them' due to the fact that your AOE could be hitting more people from the raid and thus spreading the damage out over different people.
However now because the game is fundamentally different, defensive ultis are very different and burst is so much bigger.
NightbladeMechanics wrote: »Great set for smaller scale damage and bombing, but less controllable than Alch. Why exactly aren’t raids using that set?)
NightbladeMechanics wrote: »Great set for smaller scale damage and bombing, but less controllable than Alch. Why exactly aren’t raids using that set?)
Its a guarantee of potential vs potential when required.
usmcjdking wrote: »NightbladeMechanics wrote: »Great set for smaller scale damage and bombing, but less controllable than Alch. Why exactly aren’t raids using that set?)
Its a guarantee of potential vs potential when required.
It's an awful set and, like Mag DK, has no place in a raid.
<.<
>.>
Izanagi.Xiiib16_ESO wrote: »I wanted to try and explain as simply as possible as to why stacking isn't an advantage in terms of AOE Caps and damage reduction:
Lets take a scenario where you have 8 players (because upwards of 6 players is when mitigation comes in)
In the first example these 8 players are stacked within the AOE range. The player casting the AOE is not only fully damaging the first 6 players but also 75% damaging the next 2.
Where as in the example where these players are spread out the person is only damaging 3 of the 8.
Thus for a single cast of the AOE the player is doing more damage to a stacked raid then an unstacked raid.
(this is what sanct was saying about 100% mitigation because no damage is being taken by the people outside the raidius)
Now here's where it gets a little more tricky.
Back when the game was released damage was much more 'over time' rather than burst. Sure there were spikes in damage but in general it would be a long battle between the 2 sides with multiple barriers and other defensive ultis.
Because of this the 50% damage mitigation from extra players actually mattered as you couldn't easily damage the same 6 people in an effort to 'burst them' due to the fact that your AOE could be hitting more people from the raid and thus spreading the damage out over different people.
However now because the game is fundamentally different, defensive ultis are very different and burst is so much bigger.
Not to mention VD.
VD completely outstrips all other sets when it comes to damaging stacked groups and makes it far more dangerous to stack and does far more than the slight mitigation from being over 6.
This is why the AOE Cap in place really makes almost no difference to small groups bombing larger groups, provided you have the burst to kill them and proc VD.
IF you are a small tanky group hoping to just tank people and pick off single targets then sure maybe you struggle but I think that comes down more to your playstyle and the type of enemy you are trying to face not a weakness in terms of the game making it "impossible for you to compete"
Izanagi.Xiiib16_ESO wrote: »I wanted to try and explain as simply as possible as to why stacking isn't an advantage in terms of AOE Caps and damage reduction:
Lets take a scenario where you have 8 players (because upwards of 6 players is when mitigation comes in)
In the first example these 8 players are stacked within the AOE range. The player casting the AOE is not only fully damaging the first 6 players but also 75% damaging the next 2.
Where as in the example where these players are spread out the person is only damaging 3 of the 8.
Thus for a single cast of the AOE the player is doing more damage to a stacked raid then an unstacked raid.
(this is what sanct was saying about 100% mitigation because no damage is being taken by the people outside the raidius)
Izanagi.Xiiib16_ESO wrote: »Now here's where it gets a little more tricky.
Back when the game was released damage was much more 'over time' rather than burst. Sure there were spikes in damage but in general it would be a long battle between the 2 sides with multiple barriers and other defensive ultis.
Because of this the 50% damage mitigation from extra players actually mattered as you couldn't easily damage the same 6 people in an effort to 'burst them' due to the fact that your AOE could be hitting more people from the raid and thus spreading the damage out over different people.
Izanagi.Xiiib16_ESO wrote: »However now because the game is fundamentally different, defensive ultis are very different and burst is so much bigger.
Not to mention VD.
VD completely outstrips all other sets when it comes to damaging stacked groups and makes it far more dangerous to stack and does far more than the slight mitigation from being over 6.
Izanagi.Xiiib16_ESO wrote: »I wanted to try and explain as simply as possible as to why stacking isn't an advantage in terms of AOE Caps and damage reduction:
Lets take a scenario where you have 8 players (because upwards of 6 players is when mitigation comes in)
In the first example these 8 players are stacked within the AOE range. The player casting the AOE is not only fully damaging the first 6 players but also 75% damaging the next 2.
Where as in the example where these players are spread out the person is only damaging 3 of the 8.
Thus for a single cast of the AOE the player is doing more damage to a stacked raid then an unstacked raid.
(this is what sanct was saying about 100% mitigation because no damage is being taken by the people outside the raidius)
Up to this point i agree with you. After this, not so much.
If the damage in the circle in your picture was not a single hit, but four hits in rapid succession(as is often the case in PvP), the 3 targets in the circle would die(assuming high enough damage). If the group was stacked, they might not, because the damage would be spread out randomly over all targets in the circle, and, possibly, no target would get hit by all four full damage ticks, thus all would survive(or at least you might get less than 3 guaranteed deaths). The more players stacked in the circle, the less likely it is for any one of them taking all 4 full damage ticks.
The fact that the raid as a whole took more damage stacked is irrelevant, because as long as there are no deaths, it is as if no damage happened at all (it will all be healed in the next second)
You try to address this in the next paragraph, but i find your arguments unconvincing:Izanagi.Xiiib16_ESO wrote: »Now here's where it gets a little more tricky.
Back when the game was released damage was much more 'over time' rather than burst. Sure there were spikes in damage but in general it would be a long battle between the 2 sides with multiple barriers and other defensive ultis.
Because of this the 50% damage mitigation from extra players actually mattered as you couldn't easily damage the same 6 people in an effort to 'burst them' due to the fact that your AOE could be hitting more people from the raid and thus spreading the damage out over different people.
And since now we have more burst, this means the above "stacking prevents guaranteed deaths" is no longer valid? What? If anything, it makes killing the 3 in the circle even easier, and it is even more important to take some pressure off them(by spreading the damage across all group) so they may survive.Izanagi.Xiiib16_ESO wrote: »However now because the game is fundamentally different, defensive ultis are very different and burst is so much bigger.
Not to mention VD.
VD completely outstrips all other sets when it comes to damaging stacked groups and makes it far more dangerous to stack and does far more than the slight mitigation from being over 6.
VD is only useful when someone dies. Stacking spreads damage over the entire group, thus making it less likely any given individual will die. I don't see how the existence of VD helps your argument. (And the mitigation from being over 6 is only "slight" because of your chosen arbitrary number of 8. Make it 24, and it is far from slight.)
Sure, if a group's healing is not good enough to overcome incoming AOE even with the AOE cap mitigation, they are better of spreading and letting some members of their group die, instead of all wiping to VD. But that does not mean AOE caps don't help them, it just means they got badly outgunned.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Rohamad_Ali wrote: »Not a lot of options when everyone is running a tank . This is how it always go when Defence is not balanced . Nerfing damage will just encourage even bigger zergs to form in order to keep up . Big group playstyles develope out of necessity . The servers can't handle it and another reason not to be here for me . Nerfing damage won't help . It will make it worse .
I perfectly remember people on forums and in game saying exactly this: “oh yeh just wait until proxy will come to live then all zerglings will have to unstack”. They proxy deto came to live and literally nothing changed in the matter of stacking.
Then as soon as Vicious Death was introduced on Patch notes the same people were saying "oh yeh just wait till it comes to live, zerglings, you'll all get rekt, you won’t be able to stack anymore!”. It was almost 2 years ago lol.
Now apparently removing AOE cap is the core of the problem, will save the day and break the faction (or whatever others) zergs.
Just funny that some people still think that way after all this years.
There is nothing which will stop this behaviour of factions zerging from keep to keep other than organised groups (small, medium, big - doesnt matter) spreading fights around the map and encouraging players to join different pushes not just walk in one direction so trying to nerf organised groups and prevent them from doing this just adds to the problems.
Drummerx04 wrote: »Rohamad_Ali wrote: »Not a lot of options when everyone is running a tank . This is how it always go when Defence is not balanced . Nerfing damage will just encourage even bigger zergs to form in order to keep up . Big group playstyles develope out of necessity . The servers can't handle it and another reason not to be here for me . Nerfing damage won't help . It will make it worse .
The tank meta is a lot more of the problem in my opinion than the destro meta (which ironically may be the meta to counter the destro meta...)
Essentially we have large guild groups that run:
- everyone in 30k+ health
- a large portion of the group in earthgore
- a large portion of group with S&B
- and THEN they stack in some bomb blades or whatever
You have groups like drac who take this general meta and use it to devastating effects, wrecking 80+ pugs and guild groups in a single engagement... then you have lesser guilds who just end up being super tanky and not really accomplishing much besides staying alive and using a 16 man ult dump to kill 5 people at a time.
Either way, there's almost nothing a small group/solo player can do against that even while supported by a faction stack. If I take two bomber friends and perfectly negate/encase/destro bomb/AoE stun half the group IN THE NEGATE within a choke... Earthgore procs, removes the negate and out heals the bombers.
Before Earthgore and the high health meta, as a small group you could more reliably whittle down members of a ball group, or really nail them hard with a well timed negate+proxy soul tether bomb.
Have I mentioned I hate Earthgore?
Agrippa_Invisus wrote: »To be very honest, I think just a few basic game mechanic changes should be done to help 'liven up' the meta and get some diversity back into the way builds are constructed.
3) Return Dynamic Ulti Generation
Vilestride wrote: »I would rather not see combat mechanics be a factor in outnumbered fights, only skill gap. to better fix the issues currently faced by small scale fighting I would rather see the objective roles of these groups re-established within cyrodil and it's core game play. So as to prevent or minimise how often small groups get zerged down in the first place.