Agrippa_Invisus wrote: »I don't like the idea of being able to flood flags (which is going to start happening, and I see on more open areas like resources) with zergballs.
Say you have a team of 8-12 on the back flag of a keep. Enemy team puts two full raids on that flag and chain heals. They don't even need to kill NPCs and that flag will flip. Put up a morphed Siege Shield IV and oil pots on the ground will only do 10% of max damage -- easily healed through. AE caps prevent any real damage to the zergball from player abilities.
As long as the zerg is aggressive instead of timid (which is what gets it wiped -- trickling in instead of slamming that flag) and doesn't give two craps about their opposition, they'll roll over it. Stand on back flag, chain heals/purges, AE for 10-15 seconds -- everything in the room is dead, no matter how good the defense.
Repeat on flag in the Nave.
Agrippa_Invisus wrote: »I don't like the idea of being able to flood flags (which is going to start happening, and I see on more open areas like resources) with zergballs.
Say you have a team of 8-12 on the back flag of a keep. Enemy team puts two full raids on that flag and chain heals. They don't even need to kill NPCs and that flag will flip. Put up a morphed Siege Shield IV and oil pots on the ground will only do 10% of max damage -- easily healed through. AE caps prevent any real damage to the zergball from player abilities.
As long as the zerg is aggressive instead of timid (which is what gets it wiped -- trickling in instead of slamming that flag) and doesn't give two craps about their opposition, they'll roll over it. Stand on back flag, chain heals/purges, AE for 10-15 seconds -- everything in the room is dead, no matter how good the defense.
Repeat on flag in the Nave.
This it literally how Im losing keeps these days. To add insult to injury, most of the time I am kicked out of the keep by archer gaurds after the keep has been flipped.
http://i.imgur.com/1lakaT5.png
This is AD on Dawnbreaker, and pushing with overwhelming numbers @ primetime is virtually their only card. This is basically me fighting in a room with I-cant-even-count-how-many AD while they continuously pour through a breach. Eventually they take the flag because theres only so much you can do because of AOE caps with so many people. Theyre literally unable to kill me on the point in the time it takes them to capture a keep with 50-100 people inside in the same room. But they havent much concern to do so. Stay alive, spam heals, all good. When all is said and done, I die to the NPCs after the keep is flipped - entirely.
You can stop buffing guards ZOS, it doesnt do anything really to zergs, and it only further hurts people playing in lower numbers. Let the players decide the fate of PvP, just give us a fair chance to fight.
EDIT: I just went and read the helpful hints in the picture. Looks like I should have used rune prison to even the odds. Should have participated in the battle to build more ult too to unleash devastating abilities (that are capped). Thanks Zenimax.
yes, guards only help zergs and hinder smallmans.
there are way too many guards on very short respawn timers.
SBR_QuorTek wrote: »Would no AOE cap make the zerg trains even more unbeatable? I mean.. yes with 'blink'... you can hit this amount of people... but with no cap you hit all.. all in train hits all... zerg gets even more 'unbeatable' and also would create so that one person can ruin the entire train or group with a couple of simple moves.
I am not really sure how to understand this issue.. we want to remove options where 3-5 people can blatantly kill a group of 24 people with a few effective ultimates... removing AOE caps is not the way for this.. rather it would be pro a few people ruining everything for many instead...
during beta, pvp was great
first month after beta, pvp was great
then zos made everyone aware that there were ae caps
players made a poll, 89% (out of thousands) voted against ae caps
seeing that zos didnt care about pvpers opinions, players formed up zergball impulse trains
2 months later, everywhere you go in cyrodiil, you run into zergballs
ZERO official response on the issue from zos shows that we can not expect a fix anytime soon as more and more zergs start using this strategy.
so how about you tell your community manager to do their job and at least communicate with us, because we are losing faith in you.
I loved Daoc, but simply because Daoc had no aoe caps doesn't mean that this is automatically the best design decision either. No aoe capped cc caused other problems in DAOC that I'd rather not see here. The unintended consequences in LOLHammer were disastrous. If the problem to solve is to give small, coordinated a fighting chance, then there are other options.
Raise the aoe cap before making a massive change by removing them. Test and learn.
SBR_QuorTek wrote: »Ok I ready some of these posts... and people would bang the head into the wall again and again and again... ok so remove the AOE cap... and groups that fear them lone stalker groups.. just invite a couple of extra healers... hello... problem not solved but just the zergs outhealing the smaller group that only has one while the entire small group gets standart to death among everything else... cordinated zerg group would still win... as funny as it may sound.
Besides a couple of classes would get too good to be true with removing the caps.. and people would be like nerf this or that skill... AGAIN... and please don't give me/us the I only like small scale... then maybe small scale is what one should seek once in the Cyrodiil area.
Can't just nerf the damage down.. have to think of that PvP is not the only thing in this game either... PvE is actually a part of it as well.
We don't like botting... bigger caps makes it more viable for some situations..
Alot of it here seem very much onesided.
SBR_QuorTek wrote: »Ok I ready some of these posts... and people would bang the head into the wall again and again and again... ok so remove the AOE cap... and groups that fear them lone stalker groups.. just invite a couple of extra healers... hello... problem not solved but just the zergs outhealing the smaller group that only has one while the entire small group gets standart to death among everything else... cordinated zerg group would still win... as funny as it may sound.
Besides a couple of classes would get too good to be true with removing the caps.. and people would be like nerf this or that skill... AGAIN... and please don't give me/us the I only like small scale... then maybe small scale is what one should seek once in the Cyrodiil area.
Can't just nerf the damage down.. have to think of that PvP is not the only thing in this game either... PvE is actually a part of it as well.
We don't like botting... bigger caps makes it more viable for some situations..
Alot of it here seem very much onesided.
The big group might actually not be able to outheal the smaller groups if suddenly all 24 of them take damage.
Thats the problem now, the big groups can always outheal it because only 6 out of the 24 people take damage so it becomes utterly trivial to heal, especially since the healing is always given to those who need it the most.
They could do many things that would not have to affect PvE at all, just make the spells behave differently.
Coordinated zergs would probably still win yes but maybe not as completely onesided as now and just maybe smaller groups would have a chance once in a while if they caught them by surprise.
It's really simple, the defense against AOE should never, ever be to group up. It should always be to spread out.
SBR_QuorTek wrote: »SBR_QuorTek wrote: »Ok I ready some of these posts... and people would bang the head into the wall again and again and again... ok so remove the AOE cap... and groups that fear them lone stalker groups.. just invite a couple of extra healers... hello... problem not solved but just the zergs outhealing the smaller group that only has one while the entire small group gets standart to death among everything else... cordinated zerg group would still win... as funny as it may sound.
Besides a couple of classes would get too good to be true with removing the caps.. and people would be like nerf this or that skill... AGAIN... and please don't give me/us the I only like small scale... then maybe small scale is what one should seek once in the Cyrodiil area.
Can't just nerf the damage down.. have to think of that PvP is not the only thing in this game either... PvE is actually a part of it as well.
We don't like botting... bigger caps makes it more viable for some situations..
Alot of it here seem very much onesided.
The big group might actually not be able to outheal the smaller groups if suddenly all 24 of them take damage.
Thats the problem now, the big groups can always outheal it because only 6 out of the 24 people take damage so it becomes utterly trivial to heal, especially since the healing is always given to those who need it the most.
They could do many things that would not have to affect PvE at all, just make the spells behave differently.
Coordinated zergs would probably still win yes but maybe not as completely onesided as now and just maybe smaller groups would have a chance once in a while if they caught them by surprise.
It's really simple, the defense against AOE should never, ever be to group up. It should always be to spread out.
Been using rams at gates being heavy oiled and healed through easy peasy lots of times, believe that is one of the strongest aoe attacks IF not the strongest, key feature seem like if you remove the AOE caps you also remove the caps for healers, inviting an extra or two healers to just spam aoe heals when in need be healing the entire group for like alot... even as a small group you gotta get close enough to really add your aoes and chances are you are burned to death before doing any severe damage.
SBR_QuorTek wrote: »Target player -> AOE will work -> but only if in range with it
Make it go like that so it work for single type damage types as well, could be fun in pvp.
Only free target would be siege weapons naturally and heals.
With unlimited targets you can kill impulse spam groups.
So if a small group can defend against 40-50 how will anybody ever take a keep? All the defenders need to do is hide in the corners and hold block and spam impulse/oil. Any attacker walking through the door is dead. The reason people zerg the flag rooms now is that it's nearly impossible to take it otherwise.
Why shouldn't a group of 40-50 just roll over a group of 8-12?
I get that it sucks to get rolled over. I get that it sucks to be outnumbered. But when facing overwhelming numbers you are supposed to lose.