rager82b14_ESO wrote: »GW2 had a AOE cap for a reason, and this game needs one as well. It is a good change.
GW2 PvP was ruined by the AoE cap.
rager82b14_ESO wrote: »People who are saying they will leave won't leave. It is just a empty threat. Game balance happens all the time, and this is one of them things that need balance. I'm glad polls like this won't change their minds.
chrho83rwb17_ESO wrote: »rager82b14_ESO wrote: »GW2 had a AOE cap for a reason, and this game needs one as well. It is a good change.
Thanks for not sharing this reason for us. Many people quit GW2 because of this change.
valkaneer2b14_ESO wrote: »rager82b14_ESO wrote: »rager82b14_ESO wrote: »Sorry but AOE cap is good for balance. It needs to happen
balance? lol wait what? more numbers win is not my idea of balance.
That sounds good to me? A army should win. No mmo is good at balance small scale pvp. So this is a fine change.
Just because an army shows up does not mean it should win. 300 Spartans, and 1000 pesants hold off a 1 million man army for 3 days due to smart thinking and tactics. Learn history bud.
rager82b14_ESO wrote: »People who are saying they will leave won't leave. It is just a empty threat. Game balance happens all the time, and this is one of them things that need balance. I'm glad polls like this won't change their minds.
Until you split out the argument between PvP and PVE, then a Yes/ No option doesn't offer sufficient choice.
Why not add 'PvP to the title and then it is clearer?
Denying the developers options in game balancing will only hurt the game. Also, it should be possible to enable/ disable certain limitations when in Cyrodiil, for example.
rager82b14_ESO wrote: »People who are saying they will leave won't leave. It is just a empty threat. Game balance happens all the time, and this is one of them things that need balance. I'm glad polls like this won't change their minds.
ruzlb16_ESO wrote: »This is basically a knee-jerk reaction to the vamp ultimate thing wiping zergs. I've heard endless qq about vamp ulti spam, and when I told them to perhaps try spreading out or using anti-vamp skills, I was called an elitist. Frankly, I don't even think the vamp thing is overpowered - if you bunch up, AOE should kill you. Full stop. That's why real armies don't mass up in the face of artillery bombardment. The zerg had emerged as the major strategy over the last 2-3 weeks, and the vamp ultimate build came as a response to it - one on one, against a player with any real FG skill point investment, the vamp is toast. Of course, next time you're in a zerg group, check how many people have actually got Silver Bolts or Slayer - you may find that the people shouting loudest for nerfs are the ones who have gone 49/0/0, wear entirely mana gear, and have no skill points in any counters, Most of them aren't even aware you can break cc rather than standing put, or have 4 crafting skills maxed out and expect to be on a par with players who have invested their points in passives and morphs.
Uncapped AOE counters zergs, and without it there is no counter. Small organised groups wiping large disorganised groups is a sign of healthy PvP, as is the best zerg-wiping build being very vulnerable to 1v1. Sure, a few things needed tweaking - a 200+ ultimate skill should never be reduced to 40 or so; mist form should block all healing rather than allowing the AOE life steal to work; ultimates probably should not generate ultimate. But the actual tactic should not be removed, just made more difficult.
Not that it's as easy as we often hear. I can cast impulse 8 times before I'm oom; that won't kill a player with >1600 health. And if you don't have 1600 health in PvP when your softcap is 2500, then the problem is with your build, not my abilities. I can stack up with a couple of other players for big kills this way, but we need to co-ordinate properly and render ourselves vulnerable to mass AOE as well. If I'm spamming impulse in the middle of 16 players, then that's 16 guys who can hit me with impulse as well. The counters exist in-game, and those demanding nerfs simply don't want to use them; they have the 6 skills they like and expect those to be fine for use against everything.
As for the PvE argument, I kinda expect Craglorn mobs to have enough health to stand up to 12 200-ish AOEs for more than a few seconds, and to annihilate any non-tank in a single hit, so I don't see the idea of dragging them into an AOE spot working very well regardless of a cap.
ruzlb16_ESO wrote: »This is basically a knee-jerk reaction to the vamp ultimate thing wiping zergs. I've heard endless qq about vamp ulti spam, and when I told them to perhaps try spreading out or using anti-vamp skills, I was called an elitist. Frankly, I don't even think the vamp thing is overpowered - if you bunch up, AOE should kill you. Full stop. That's why real armies don't mass up in the face of artillery bombardment. The zerg had emerged as the major strategy over the last 2-3 weeks, and the vamp ultimate build came as a response to it - one on one, against a player with any real FG skill point investment, the vamp is toast. Of course, next time you're in a zerg group, check how many people have actually got Silver Bolts or Slayer - you may find that the people shouting loudest for nerfs are the ones who have gone 49/0/0, wear entirely mana gear, and have no skill points in any counters, Most of them aren't even aware you can break cc rather than standing put, or have 4 crafting skills maxed out and expect to be on a par with players who have invested their points in passives and morphs.
Uncapped AOE counters zergs, and without it there is no counter. Small organised groups wiping large disorganised groups is a sign of healthy PvP, as is the best zerg-wiping build being very vulnerable to 1v1. Sure, a few things needed tweaking - a 200+ ultimate skill should never be reduced to 40 or so; mist form should block all healing rather than allowing the AOE life steal to work; ultimates probably should not generate ultimate. But the actual tactic should not be removed, just made more difficult.
Not that it's as easy as we often hear. I can cast impulse 8 times before I'm oom; that won't kill a player with >1600 health. And if you don't have 1600 health in PvP when your softcap is 2500, then the problem is with your build, not my abilities. I can stack up with a couple of other players for big kills this way, but we need to co-ordinate properly and render ourselves vulnerable to mass AOE as well. If I'm spamming impulse in the middle of 16 players, then that's 16 guys who can hit me with impulse as well. The counters exist in-game, and those demanding nerfs simply don't want to use them; they have the 6 skills they like and expect those to be fine for use against everything.
As for the PvE argument, I kinda expect Craglorn mobs to have enough health to stand up to 12 200-ish AOEs for more than a few seconds, and to annihilate any non-tank in a single hit, so I don't see the idea of dragging them into an AOE spot working very well regardless of a cap.
You have a few good points there, and youre right about the vamp spam - people arent using anti-vamp stuff enough - but then again, they are WAY too strong. With the emperor passives its just insane - one vamp can wipe a zerg - and when theyre built specifically to do it, even spamming silver bolts isn't enough to bring them down. That shouldn't be.
The craglorn point is even worse, because this is supposedly applying to AOE healing - and with the craglorn 12 man dungeons, putting a 6 person cap to aoe skills means only half the raid can be effected by an AOE healer - which seems to be counter productive.
tl;dr yes youre right there are counters, but as it stands the vamp-emp is insane and needs to be hit with a nerf bat. They need to nerf the specific problem - not the symptom
Mixed feelings.
Something needs to be done to prevent aoe stacking from being the pvp and pve "metagame". brainless zergs don't require skill but neither does stacking aoe ultimates.
Diminishing returns and tweaking abilities would probably be a better solution for most situations though.
rager82b14_ESO wrote: »People who are saying they will leave won't leave. It is just a empty threat. Game balance happens all the time, and this is one of them things that need balance. I'm glad polls like this won't change their minds.
This 100 times. Look at Entropy Rising for example many higher ups in it swore up and down they were going to cancel pre-order with the API changes. Unfortunately they didn't.
I have to ask..why is it no one uses negate magic against these players....we have plenty of sorcs being played so why are they not preparing spells proactively?
I have to ask..why is it no one uses negate magic against these players....we have plenty of sorcs being played so why are they not preparing spells proactively?
Negate magic is also AOE and will be completely worthless if it only hits 6 targets. I would consider that to be a lot less "ultimate" than an Ultimate should be.