Lava_Croft wrote: »You can already kill Impulse spamming groups just fine. The problem isn't really the group spamming the AoE's, it's the people that time and time again get facerolled by these groups and instead of altering their tactics, they head to the forums and demand changes.
Still waiting for you to share your secret tactics for "[killing] impulse spamming groups just fine."
AoE caps make it so, that when the enemy throws AoEs at your Raid, the best response is: "let's all clump up together as tight as possible!"
in a none AoE-caps game, the best respone would be: "spread out!"
quakedawg_ESO wrote: »AoE caps make it so, that when the enemy throws AoEs at your Raid, the best response is: "let's all clump up together as tight as possible!"
in a none AoE-caps game, the best respone would be: "spread out!"
Wouldn't the best response in both situations be to spread out? Players clump together now and they melt like butter. That ain't working very well. Hope Dev does remove the cap but the majority are still going to complain. Any guild coordinated enough will bring out these complaints no matter which way this coin flip lands. Just my .02
^ This.Halrloprillalar wrote: »Personally I love it when my enemy stacks up super tight
for pvp players, im pretty sure the target cap is what killed this games potential.
whats sad is that not only did the players not want it, but zos gave zero explanation behind implementing it, despite a massive uproar from the players.
it seems to me that the large group should win.
for pvp players, im pretty sure the target cap is what killed this games potential.
whats sad is that not only did the players not want it, but zos gave zero explanation behind implementing it, despite a massive uproar from the players.
Very true.
@zos_brianwheeler is absent on issues that matter.
If I am understanding the complaint here:
- A large group of players attacks a small group of players and the large group wins.
- Small group is mad and wants buffs so they can beat the large group
Does that about sum it up? Because it seems to me that the large group should win.
For example. Large group of players goes through a canyon, getting drawn in by people they are chasing. People on the canyon walls unstealth, open up damage on the larger group.
Results:
With current aoe caps, ambush is useless, very few people die because the damage is randomly split among the large ball of people and there is no real reliable way to focus fire a giant zerg ball in a non lock on game (the lock on does not seem to work very well for this).
If I am understanding the complaint here:
- A large group of players attacks a small group of players and the large group wins.
- Small group is mad and wants buffs so they can beat the large group
Does that about sum it up? Because it seems to me that the large group should win.
For example. Large group of players goes through a canyon, getting drawn in by people they are chasing. People on the canyon walls unstealth, open up damage on the larger group.
Results:
With current aoe caps, ambush is useless, very few people die because the damage is randomly split among the large ball of people and there is no real reliable way to focus fire a giant zerg ball in a non lock on game (the lock on does not seem to work very well for this).
Without the aoe caps, the large group is usually killed or numbers brought way down. The smaller group prevails because of tactics.
In an open field, the larger group would still have the numbers advantage, tactics could still play a part, but the numbers would still prevail because they could break apart if they started getting hammered by aoes.
Currently, the best strategy is to all stand on top of each other in order to split the damage up and stack shields and heals to absorb that insignificant split damage. A smaller group should be able to use tactics and terrain to attempt to take out a larger group and it should be a viable way to discourage flat tactic less zerg warfare of just throwing numbers at an enemy. That is not the case with ESO. That is what made DAoC so great when it came to the mass pvp and what many had hoped/still hope for with this game, given the background of some of the game designers.
If I am understanding the complaint here:
- A large group of players attacks a small group of players and the large group wins.
- Small group is mad and wants buffs so they can beat the large group
Does that about sum it up? Because it seems to me that the large group should win.
For example. Large group of players goes through a canyon, getting drawn in by people they are chasing. People on the canyon walls unstealth, open up damage on the larger group.
Results:
With current aoe caps, ambush is useless, very few people die because the damage is randomly split among the large ball of people and there is no real reliable way to focus fire a giant zerg ball in a non lock on game (the lock on does not seem to work very well for this).
Without the aoe caps, the large group is usually killed or numbers brought way down. The smaller group prevails because of tactics.
In an open field, the larger group would still have the numbers advantage, tactics could still play a part, but the numbers would still prevail because they could break apart if they started getting hammered by aoes.
Currently, the best strategy is to all stand on top of each other in order to split the damage up and stack shields and heals to absorb that insignificant split damage. A smaller group should be able to use tactics and terrain to attempt to take out a larger group and it should be a viable way to discourage flat tactic less zerg warfare of just throwing numbers at an enemy. That is not the case with ESO. That is what made DAoC so great when it came to the mass pvp and what many had hoped/still hope for with this game, given the background of some of the game designers.
You just gave a long example that basically was "Small group is mad and wants buffs so they can beat the large group"
Considering capping anything requires standing on a choke point, no AOE caps will simply result in it being impossible to take any defended location.