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When is the AOE-caps goodbye party? :D

  • Anazasi
    Anazasi
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    While I am happy to see this change, I will always remember and remind players that this is a double edged sword. Balanced organized comp groups will always outperform unorganized groups. But never underestimate what tight groups can accomplish. We saw this type of play at the beginning of the game when AOE caps didn't exist. I think however there are a lot more sets and abilities now that have been balanced so this should prove to be very interesting. I am warming up my popcorn machine just to see how this all unfolds.

    Was it the right move? Absolutely.
  • Sanct16
    Sanct16
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    Buffing already powerful AOE does not make much sense. At this point AOE have literary no flaws or disadvantages.
    Those can't be dodged or blocked. There is simply no benefit of using non AOE attacks over AOE. But there should be.
    AOE should have some trade-of. Some kind of flaw. But they don't. When AOE caps will be removed there will be simply no point in using most "single target" skills.

    Why to use lets say Strife or Twin Slashes or any other "single target" skill that will deal like 3 - 5K DMG when you can use AOE that will deal 3 - 5K DMG to everyone near you with "ZERO" chances of dodging / blocking that dmg ?

    Single target can be used on range and generally have around two times the dmg of an aoe.
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  • Psilent
    Psilent
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    I'm a bit confused; while I understand the community's joy in this change, at the same time I don't understand it. There is a thread on this forum that is still very active with players upset with the current Destro pain train meta that is in Cyrodiil, the removal of AoE caps is just going to make this even worse, right? Am I missing something? Am I correct in assuming it'll just increase the amount of bomb-blades in Cyrodiil waiting in the shadows to bomb groups on flags in keeps/resources?

    If I am wrong please enlighten me!
  • IxSTALKERxI
    IxSTALKERxI
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    Psilent wrote: »
    I'm a bit confused; while I understand the community's joy in this change, at the same time I don't understand it. There is a thread on this forum that is still very active with players upset with the current Destro pain train meta that is in Cyrodiil, the removal of AoE caps is just going to make this even worse, right? Am I missing something? Am I correct in assuming it'll just increase the amount of bomb-blades in Cyrodiil waiting in the shadows to bomb groups on flags in keeps/resources?

    If I am wrong please enlighten me!
    Yes you're right, bomb blades with d ult will enjoy this change.

    It's a good change but it needs to be done at the same time as other changes are made.

    eg:
    -Earthgore nerf
    -Destro ult radius nerfed to 8m

    This will help bring other ultimates up to par. Without AoE caps, you'll be able to do high damage against large groups of enemies with batswarm, dawnbreaker etc, which should of been done in the first place instead of adding overpowered destro ult.


    Edit: From reading the combat balancing monthly update thing it sounds like other changes won't be made until the update after...

    So basically it'll be 3 months of no aoe caps without any other balancing changes...
    Then the update afterwards will be earthgore nerf, ultimate balancing etc.

    Not 100 % sure on this though.
    Edited by IxSTALKERxI on January 9, 2018 3:20PM
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  • altemriel
    altemriel
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    PTS 3.3.0:
    Area of Effect abilities now deal full damage to all targets hit, instead of having a damage penalty after hitting 7 or more targets. Secondary effects from those Area of Effect abilities (snares, stuns, etc.) are still capped at 6 targets.

    You will not be missed!



    hopefuly we see dicrease of lag in cyro because of this.....or at least ZOS will find out if calculating the AOE caps hits the servers more than calculating the damage without the AOE caps
  • VaranisArano
    VaranisArano
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    Psilent wrote: »
    I'm a bit confused; while I understand the community's joy in this change, at the same time I don't understand it. There is a thread on this forum that is still very active with players upset with the current Destro pain train meta that is in Cyrodiil, the removal of AoE caps is just going to make this even worse, right? Am I missing something? Am I correct in assuming it'll just increase the amount of bomb-blades in Cyrodiil waiting in the shadows to bomb groups on flags in keeps/resources?

    If I am wrong please enlighten me!

    Part of the reason everyone is happy for it is because it's a return to "The Good 'Ol Days" where there weren't AOE caps on damage. so for anyone who remembers what that was like and enjoyed it, this is awesome and nostalgitastic.

    The other part of it is that it shakes up parts of the current Cyrodiil meta without wrecking anyone's playstyle entirely. To understand that, you have to accept some things about organized groups in Cyrodiil vs zergs.

    An organized group in Cyrodiil is going to outplay other players because they are organized. An organized group will adjust their tactics for changes in the meta and come back kicking, maybe even stronger than ever. The only counter to an organized group is overwhelming numbers or another organized group. A disorganized group or a mass of unorganized players (a zerg) can bring the overwhelming numbers but will not heal or do damage as well as an organized group, even if the organized group is a much smaller size.

    So let's break it down by playstyles, okay?
    • If you like to bomb groups in Cyrodiil - Hallelujah, frabjous day, calloo callay, this is the best thing that's ever happened since the introduction of Vicious Death. Everybody else had better be holding block on a resource take.
    • If you like to run in groups of less than six - this is in your favor. You'll take the same damage you used to but doo much more damage against groups larger than six.
    • If you like to run in a destro pain train ball group - you are going to have to adjust your playstyle. How much you have to adjust depends on your group. Remember, an organized group adjusts. So the ball group has to deal with more incoming damage now, which means that they can spread out and take less AOE damage or they can stay clumped up and have to heal more damage. If they spread out, they are more vulnerable and less able to execute certain tactics. If they have to heal more, that's less resources their healers have (unless the response is to stack more Earthgore, in which case, ugh) so again, they are vulnerable. So a destro pain train ball group will have to adjust. How weak they become depends entirely on how organized they are as they adjust.
    • If you like to run in a disorganized bunch of PUGs or just run with the zerg - have I got bad news for you. This is not the time to be in a disorganized group for running along side the zerg because you are now taking more AoE damage. When you run disorganized or zergsurf, you can spread out and thus be more vulnerable to being picked off or you can clump up and get killed faster by AoE damage. Why is this so much more danagerous now? Lack of organized healing, plan and simple. In a disorganized group or zergsurfing, you don't have access to organized and well-placed heals the way an organized raid does so you are missing a large part of what lets you survive in a battle.
    • If you like to run in an organized raid - you'll have to adjust. You'll have to either separate a bit to avoid some AOE damage or stay tight and just get really really good on heals. But that's the benefit of being organized, you can adjust on the fly and get more healing if you need it or train your members to move how you want them to. So an organized raid is going to adjust, find tactics that work, and then cut through disorganized groups and zergs like a hot knife through butter. An organized raid has both the healing to survive additional damage incoming and enough damage outgoing to kill anything less organized than them. The only counter to an organized raid is overwhelming numbers or another organized raid. What this means to experienced players is that players who put the time and effort in to be good at organized PVP play will be rewarded for that time and effort compared to disorganized players just running around.

    This change isn't going to help disorganized players against organized raids. The answer to that has always been for the disorganized players to get organized. This change will make organized raids adjust their tactics, but you'll see that happen pretty quickly.

    This change does help:
    Small group and solo players vs 7 or more opponents. Opinions about 1vXers aside, this is a significant boost for organized small scale and bombers.
    Organized groups vs disorganized players. Organized groups can take advantage of the benefits and neutralize the problems created by this change far more effectively than disorganized players can, simply by virtue of their superior organization.

    If you want to benefit personally from removing the AOE caps, now is a great time to find a good organized raid, a good small-man team, or make a good bomb build.
    If you want to be in for a world of hurt after AOE caps are removed, stick to running with disorganized groups and running with the zerg.
  • Getern
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    Ghostbane wrote: »
    When Fengrush returns!

    I mean, they added his hair to the crown store, now they do this, his soul campaigning wish. ZoS are desperate for him back.

    It might be not enough for Lord to come back.

    Still I would love to watch his rant about Patch Notes. Those videos are always epic, especially last one.
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