The Gold Road Chapter – which includes the Scribing system – and Update 42 is now available to test on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/656454/

AoE Cap Removal Post Mortem

Agrippa_Invisus
Agrippa_Invisus
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So, AOE caps are gone.

Thoughts?

Haven't gotten to run in a raid yet myself, but it was hilarious watching a dozen players melt on when a door repair crew got bomb bladed. That, at least, felt way nastier than it used to be.

As an aside: TBH, the best part of this patch is the 'no more monster shoulder graphics' thing. God, I hated that dumb one shoulder thing. Felt like it was trying to be fake edgelord. Gimme my proper Imperial shoulders, kthxbye.
Edited by Agrippa_Invisus on February 13, 2018 4:15PM
Agrippa Invisus / Indominus / Inprimis / Inviolatus
DragonKnight / Templar / Warden / Sorcerer - Vagabond
Once a General, now a Citizen
Former Emperor of Bloodthorn and Vivec
For Sweetrolls! FOR FIMIAN!
  • Rohamad_Ali
    Rohamad_Ali
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    Vicious Death is vicious once again . Nice to see more people spreading out . Siege on a breach is more powerful then last patch . Rapids are more important now . Liking these changes so far .
  • Minno
    Minno
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    Can't wait for the 4vX spank videos to come out soon. I need some entertainment during my lunch break!
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  • Draxys
    Draxys
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    Vicious Death is vicious once again . Nice to see more people spreading out . Siege on a breach is more powerful then last patch . Rapids are more important now . Liking these changes so far .

    Indeed. We had a big defense at ash last night, and it felt like the removal of aoe caps actually allowed us to defend it. Previously, blues would have likely survived thanks to getting carried by the game’s mitigation, but they got repelled at the breach instead.
    2013

    rip decibel
  • Agrippa_Invisus
    Agrippa_Invisus
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    Draxys wrote: »
    Vicious Death is vicious once again . Nice to see more people spreading out . Siege on a breach is more powerful then last patch . Rapids are more important now . Liking these changes so far .

    Indeed. We had a big defense at ash last night, and it felt like the removal of aoe caps actually allowed us to defend it. Previously, blues would have likely survived thanks to getting carried by the game’s mitigation, but they got repelled at the breach instead.

    Can't just blob through a breach like they used to?

    Many failed keep defenses I've been in usually involve some large bumrush of folks that AOE caps struggled to deal with at several key stages (outer wall, inner breach, back flag, etc).

    It'll be nice to see the lemming tactics actively punished. Attackers should be encouraged to open multiple breaches, siege down the inner, and not just shovel bodies onto flags.
    Edited by Agrippa_Invisus on February 13, 2018 4:40PM
    Agrippa Invisus / Indominus / Inprimis / Inviolatus
    DragonKnight / Templar / Warden / Sorcerer - Vagabond
    Once a General, now a Citizen
    Former Emperor of Bloodthorn and Vivec
    For Sweetrolls! FOR FIMIAN!
  • Joy_Division
    Joy_Division
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    Glad ZoS finally got rid of them compeltely
  • CyrusArya
    CyrusArya
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    Im running an AOE stam sorc to get the most out of this change, and from what I can tell initially it feels great. Just sit back and throw down caltrops on a faction stack, acuity procs, and theres just a flood of damage. Then streak in with a hurricane empowered Dawnbreaker when the time is right. Very excited to see whats in store. This is gonna be a fantastic patch for small scale/small group PvP. Obviously destro ulti ball zergs will benefit more. But there are now options available for small groups like never before, which means the fireworks will be real.
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  • Jadokis
    Jadokis
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    Draxys wrote: »
    Vicious Death is vicious once again . Nice to see more people spreading out . Siege on a breach is more powerful then last patch . Rapids are more important now . Liking these changes so far .

    Indeed. We had a big defense at ash last night, and it felt like the removal of aoe caps actually allowed us to defend it. Previously, blues would have likely survived thanks to getting carried by the game’s mitigation, but they got repelled at the breach instead.

    Can't just blob through a breach like they used to?

    Many failed keep defenses I've been in usually involve some large bumrush of folks that AOE caps struggled to deal with at several key stages (outer wall, inner breach, back flag, etc).

    It'll be nice to see the lemming tactics actively punished. Attackers should be encouraged to open multiple breaches, siege down the inner, and not just shovel bodies onto flags.

    Yeah, it felt great. DC took down all 3 walls on the farm side and eventually got through. We were able to just use the back corner going to mine side as a choke and my small group with 2 bomb blades just held that spot once and made a couple pushes where DC was stacked. Definitely felt like they couldn't just rush in all at once like they used to do. Happened again later at Roe where DC took down front door and the wall next to it.

    I'd say give it a few days for groups to return to cyro though. I saw some usual suspects last night but group sizes were small.

    Also don't underrate synergies. Being able to purify and use shards easily makes pvping much more enjoyable.
  • frozywozy
    frozywozy
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    CyrusArya wrote: »
    Im running an AOE stam sorc to get the most out of this change, and from what I can tell initially it feels great. Just sit back and throw down caltrops on a faction stack, acuity procs, and theres just a flood of damage. Then streak in with a hurricane empowered Dawnbreaker when the time is right. Very excited to see whats in store. This is gonna be a fantastic patch for small scale/small group PvP. Obviously destro ulti ball zergs will benefit more. But there are now options available for small groups like never before, which means the fireworks will be real.

    The destro ulti ball zergs will benefit when fighting larger numbers, just like your little elite dawny musketeer crew will benefit fighting larger numbers. It's all relative to the amount of players u're fighting.
    Edited by frozywozy on February 13, 2018 6:54PM
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    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Sanct16
    Sanct16
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    While it is a good change, the only real impact it will have is some sort of placebo effect.
    - EU - Raid Leader of Banana Zerg Squad
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  • Jadokis
    Jadokis
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    Sanct16 wrote: »
    While it is a good change, the only real impact it will have is some sort of placebo effect.

    Already false for people playing yesterday at least on NA. Just the two keep defenses, and overall in cyro. Bomb blades were a lot more effective on all sides hitting large stacks. It was pretty fun.
  • Anrose
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    So, AOE caps are gone.

    Thoughts?

    Haven't gotten to run in a raid yet myself, but it was hilarious watching a dozen players melt on when a door repair crew got bomb bladed. That, at least, felt way nastier than it used to be.

    As an aside: TBH, the best part of this patch is the 'no more monster shoulder graphics' thing. God, I hated that dumb one shoulder thing. Felt like it was trying to be fake edgelord. Gimme my proper Imperial shoulders, kthxbye.

    First raid will be tonight, but small manning last night, my bombs definitely felt stronger. Can’t wakt to put them to the test.
  • Agrippa_Invisus
    Agrippa_Invisus
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    Jadokis wrote: »
    Draxys wrote: »
    Vicious Death is vicious once again . Nice to see more people spreading out . Siege on a breach is more powerful then last patch . Rapids are more important now . Liking these changes so far .

    Indeed. We had a big defense at ash last night, and it felt like the removal of aoe caps actually allowed us to defend it. Previously, blues would have likely survived thanks to getting carried by the game’s mitigation, but they got repelled at the breach instead.

    Can't just blob through a breach like they used to?

    Many failed keep defenses I've been in usually involve some large bumrush of folks that AOE caps struggled to deal with at several key stages (outer wall, inner breach, back flag, etc).

    It'll be nice to see the lemming tactics actively punished. Attackers should be encouraged to open multiple breaches, siege down the inner, and not just shovel bodies onto flags.

    Also don't underrate synergies. Being able to purify and use shards easily makes pvping much more enjoyable.

    I noticed the same thing about synergies last night. They were up constantly and I have a quick button for hitting them already (been like that since back in my Tsym days when Impale damage from Talons was a major part of group damage).

    No more dancing trying to get that synergy notice to pop up.
    Agrippa Invisus / Indominus / Inprimis / Inviolatus
    DragonKnight / Templar / Warden / Sorcerer - Vagabond
    Once a General, now a Citizen
    Former Emperor of Bloodthorn and Vivec
    For Sweetrolls! FOR FIMIAN!
  • ssewallb14_ESO
    ssewallb14_ESO
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    I think bombing is stronger than it's ever been, even destro feels like it got a buff rather than a nerf, even with bugged hemorrhage. Reminds me a bit of bombing in TG.
    Edited by ssewallb14_ESO on February 14, 2018 6:11AM
  • kyle.wilson
    kyle.wilson
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    I've watched several destro ball groups get wiped by pugs. I'm surprised I haven't seen more crying on the forums.
  • Xsorus
    Xsorus
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    haven't been able to play yet, personally going to re set my bombblade back up i think.
  • heng14rwb17_ESO
    heng14rwb17_ESO
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    KILL ALL SPARE NONE !!!
  • Feanor
    Feanor
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    The real question is: Does it reduce lag as expected?
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    All chars 50 @ CP 1700+. Playing and enjoying PvP with RdK mostly on PC EU.
  • Taonnor
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    Feanor wrote: »
    The real question is: Does it reduce lag as expected?

    I dont think. Their problems are far deeper in code and related on wrong architecture patterns. See in this post (Myth AoE Cap) the parts with "zone splitting" and my hint with the removing of the deers in cyro. For example they didn't implemented zone splitting.

    Another example is on another post Wrobel explained the calculation of deto. The calculation of different deto dmg's are splitted into "steps" and they do the hole calculations with LOS and so on for all "steps", instead of doing it only one times. This is so lazy...

    There are so much more issues, if you read between the lines. These issues are not easy to get out. So removing of aoe caps helps only a bit, but it's not the golden nail.

    I think we will have that lag problem forever or for very looong time. The architecture issues are too deep.


    Edit: And the aoe caps are still there. If you have a skill with sub effects, like talons (dmg + root), the sub effects are still capped to 6 targets. Only the dmg part is not capped.
    Edited by Taonnor on February 14, 2018 3:38PM
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  • Agrippa_Invisus
    Agrippa_Invisus
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    To confirm, there was not a hint of lag reduction last night. My frames and general sluggishness (5-10s weapon swaps, etc) were pretty terrible anytime we encountered a big group.
    Agrippa Invisus / Indominus / Inprimis / Inviolatus
    DragonKnight / Templar / Warden / Sorcerer - Vagabond
    Once a General, now a Citizen
    Former Emperor of Bloodthorn and Vivec
    For Sweetrolls! FOR FIMIAN!
  • Anrose
    Anrose
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    To confirm, there was not a hint of lag reduction last night. My frames and general sluggishness (5-10s weapon swaps, etc) were pretty terrible anytime we encountered a big group.

    At the Chal milegate last night, my staff bar was using the DW animations and vice versa for a solid 15 minutes. Hard to build ult when you’re just swinging your staff around not actually firing any light attacks.
    Edited by Anrose on February 14, 2018 3:50PM
  • Rohamad_Ali
    Rohamad_Ali
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    The lag and the weapon swapping is terrible . Needs to be addressed .
  • Satiar
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    Ran in a full raid for the first time since I retired VE, I noticed higher damage but no lag reduction, for what that is worth.

    What I did not have were screen freezes when plowing into 40 ppl.

    What I did have was the inability to swap bars.

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  • Crispen_Longbow
    Crispen_Longbow
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    Anrose wrote: »
    At the Chal milegate last night, my staff bar was using the DW animations and vice versa for a solid 15 minutes. Hard to build ult when you’re just swinging your staff around not actually firing any light attacks.
    The lag and the weapon swapping is terrible . Needs to be addressed .
    Satiar wrote: »
    What I did have was the inability to swap bars.
    To confirm, there was not a hint of lag reduction last night. My frames and general sluggishness (5-10s weapon swaps, etc) were pretty terrible anytime we encountered a big group.


    PUBLIC SERVER ANNOUNCEMENT: To fix the horrible weapon swap issue that we were experiencing last night, go into your video settings and change your "Texture Quality" to "low". This makes the game look like crap but it will fix your weapon swap issues. After making this change, weapon swaps went back to normal and didn't have any issues the rest of the night.

    Thanks to Kirsi aka "The Sorc" for finding out this temporary fix until ZOS can fix their game.
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  • VaranisArano
    VaranisArano
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    Already had my texture quality to low, still had weapon swap issues.

    But anyway, ran with an organized raid last night and it felt great. The only trouble we had was a group we know stacks a whole bunch of Earthgore and even they were eventually picked apart and overwhelmed.
  • umagon
    umagon
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    I did not notice any decrease in the server latency; at times I found it had actually increased in larger battles. But the change was good because now after killing all the deer, letting players turn themselves into bombs, letting players turn other players into bombs, adding cold fire siege weapons, creating destruction staff’s ultimate, and now removing the area effect damage caps; the devs can address the real problem instead of continuing to avoid it.
  • Jadokis
    Jadokis
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    I wasn't feeling "lag". I was having trouble bar swapping because of a bug like everyone else. Frames are also dropping considerably lower than last patch. I can always fix that last part temporarily by reloading my UI, but yeah. Once all the groups get back into cyro we'll see how the lag really is.
  • Lucky28
    Lucky28
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    Satiar wrote: »
    Ran in a full raid for the first time since I retired VE, I noticed higher damage but no lag reduction, for what that is worth.

    What I did not have were screen freezes when plowing into 40 ppl.

    What I did have was the inability to swap bars.

    i think ZOS messed something up with weapon swap. there have been a few times where it took 10 seconds to swap bars which is a lifetime when you're fighting outnumbered :'(

    AOE caps being gone is great tho. it can go so bad so fast for zergs XD
    Edited by Lucky28 on February 14, 2018 5:37PM
    Invictus
  • frozywozy
    frozywozy
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    ✭✭
    Taonnor wrote: »
    Feanor wrote: »
    The real question is: Does it reduce lag as expected?

    I dont think. Their problems are far deeper in code and related on wrong architecture patterns. See in this post (Myth AoE Cap) the parts with "zone splitting" and my hint with the removing of the deers in cyro. For example they didn't implemented zone splitting.

    Another example is on another post Wrobel explained the calculation of deto. The calculation of different deto dmg's are splitted into "steps" and they do the hole calculations with LOS and so on for all "steps", instead of doing it only one times. This is so lazy...

    There are so much more issues, if you read between the lines. These issues are not easy to get out. So removing of aoe caps helps only a bit, but it's not the golden nail.

    I think we will have that lag problem forever or for very looong time. The architecture issues are too deep.


    Edit: And the aoe caps are still there. If you have a skill with sub effects, like talons (dmg + root), the sub effects are still capped to 6 targets. Only the dmg part is not capped.

    It was proven in many threads that the removal of AOE caps during major fights (two 24men organized groups engaging each other) would reduce efficiently the latency and the calculations on the server. This is not the major problem of server latency but will greatly improve the performances, especially during primetime on a friday or saturday night.

    I believe that the next step would be to reduce the population cap by 20%, to add a system that opens or closes additional campaigns dynamically when one is near to be full for one faction. Merge the scoreboard of all the campaigns together.

    Welcome to healthy PvP.
    Edited by frozywozy on February 14, 2018 6:04PM
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    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • asneakybanana
    asneakybanana
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    Did some dabbling around on my bomb warden last night and it felt good. The changes to steel tornado along with aoe Cap removal makes it feel like my shalk dawnbreaker tornado combo is actually taking our a sizable chunk of groups which I love.
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  • QuebraRegra
    QuebraRegra
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    So, AOE caps are gone.

    Thoughts?

    Haven't gotten to run in a raid yet myself, but it was hilarious watching a dozen players melt on when a door repair crew got bomb bladed. That, at least, felt way nastier than it used to be.

    As an aside: TBH, the best part of this patch is the 'no more monster shoulder graphics' thing. God, I hated that dumb one shoulder thing. Felt like it was trying to be fake edgelord. Gimme my proper Imperial shoulders, kthxbye.

    wait whut? can we hide shoulders now? would like to hide ridiculous shoulders.
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