whoa, the rage is strong here...Jesus Lowbei you are persistent with ignorance.
DAoC didnt have caps but they had a system and they didnt even add diminishing returns on the range of AoE till well after the first 8 months. I still remember the Camelot forums raging screams when it happen.
Removing AoE caps would be a huge mistake. We are talking only a handful of abilities that were missing them at launch. Not every AoE ability... Yet you are persistent on removing all AoE caps for every ability that allows them with no sense of diminishing return or anything.
Fear abilities
Weapon abilities
Snares
Roots
U ltimates
All because a handful of abilities were put on par with EVERY other ability on every class tree. Be rational amd help with conclusions or just get over it? At t hi is point your irrational thoughts are distracting to this thread.
On a whole different subject we have no idea what the synchronizingwith the lack of caps did to the server load or the string of code that was involved. It might of caused other issues like perhaps the crashing from the 100+ spamming heals to gain ultimate or etc.
so you honestly believe killing a group is more difficult when they can be damaged and crowdcontrolled all at once, and more easily killed while a large percentage of the group is immune to damage and crowdcontrol while the few folks taking damage are healed with ease?Shaun98ca2 wrote: »The removal of caps still seems like it promotes zergballing even more than we see now in the game.
(*snip*)
so you honestly believe killing a group is more difficult when they can be damaged and crowdcontrolled all at once, and more easily killed while a large percentage of the group is immune to damage and crowdcontrol while the few folks taking damage are healed with ease?Shaun98ca2 wrote: »The removal of caps still seems like it promotes zergballing even more than we see now in the game.
(*snip*)
seriously?
Shaun98ca2 wrote: »Very seriously....
Lava_Croft wrote: »The poll was useless because of one simple thing: http://en.wikipedia.org/wiki/Selection_bias
all true...The funniest part about this whole discussion is that there were skills without caps when the game first came out along with countless threads complaining about them. Even more comical is that there were countless threads complaining about all the zerging going on so clearly the capless AOEs didn't stop it from occurring.
whoa, the rage is strong here...Jesus Lowbei you are persistent with ignorance.
DAoC didnt have caps but they had a system and they didnt even add diminishing returns on the range of AoE till well after the first 8 months. I still remember the Camelot forums raging screams when it happen.
Removing AoE caps would be a huge mistake. We are talking only a handful of abilities that were missing them at launch. Not every AoE ability... Yet you are persistent on removing all AoE caps for every ability that allows them with no sense of diminishing return or anything.
Fear abilities
Weapon abilities
Snares
Roots
U ltimates
All because a handful of abilities were put on par with EVERY other ability on every class tree. Be rational amd help with conclusions or just get over it? At t hi is point your irrational thoughts are distracting to this thread.
On a whole different subject we have no idea what the synchronizingwith the lack of caps did to the server load or the string of code that was involved. It might of caused other issues like perhaps the crashing from the 100+ spamming heals to gain ultimate or etc.
let's take this slowly, shall we?
1) @ Reference to DAoC:
as I explained a couple posts up: diminishing AoE damage with distance from AoE center is a very, very different System to "AoE can only hit X number of targets, no matter what".
The former rewards active movement and punishes tight stacking, the later does the reverse (and just to make sure: the later is what we have in ESO right now...)
2) @ Reference that only a handfull of AoEs used to be uncapped near the launch of ESO:
yes? what does that statement (of a fact) have to do with our statement that AoE caps ruin PvP? (also a fact in our opinion, and explained and reasoned in much detail in this threa;, though obviously you disagree)
3) @ Reference that lag would be horrible without AoE caps:
actually, when said handfull of abilites without a cap recieved a cap, Lag in cyrodiil increased quite significantly. Considering that said handful of uncapped abilites used to be (and still are, actually) quite popular abilites - we can conclude that when rougly 40-50% of the used AoE abilites were changed from uncapped to capped, Lag did in fact worsen - not improove as you would like to believe...
of course that might be coincidental - but the few things we do know still suggest that the opposite of your theory is true.
my group of 6 wiped 75+ zergs, without a vamp in group.
using vamps in your argument is fail.
frosth.darkomenb16_ESO wrote: »Shaun98ca2 wrote: »Very seriously....
Your explanation on why smart healing isn't working is actually why it is. It is exactly the opposite of arbitrarily.
It is more valuable to heal the character with the least absolute hp rather than the one withe least percentage because damage comes as absolute numbers.
5%hp of a tank could be 200 while 10% of hp of a dps could be 100hp. A hit doing 150dmg would kill the dps, not the tank.
Preventing death is an healer's priority.
On the note of "you better hope to get the jump", I think you still don't get the concept. It is NOT about winning, but having a distinct possibility of damaging the larger group.
With AE caps and zerg balling, the random distribution of damage means you either kill everyone at once, or you kill no one. It is black or white.
Without aoe cap, against a larger force, a smaller group will most certainly lose, but it will be able to thin out the herd.
Yes, in the case of a choke point or an ambush, there is the small possibility to wipe an un prepared zerg before they can react, but that's only an happy side effect of making sure that large numbers don't become mechanically invulnerable.
Shaun98ca2 wrote: »frosth.darkomenb16_ESO wrote: »Shaun98ca2 wrote: »Very seriously....
Your explanation on why smart healing isn't working is actually why it is. It is exactly the opposite of arbitrarily.
It is more valuable to heal the character with the least absolute hp rather than the one withe least percentage because damage comes as absolute numbers.
5%hp of a tank could be 200 while 10% of hp of a dps could be 100hp. A hit doing 150dmg would kill the dps, not the tank.
Preventing death is an healer's priority.
On the note of "you better hope to get the jump", I think you still don't get the concept. It is NOT about winning, but having a distinct possibility of damaging the larger group.
With AE caps and zerg balling, the random distribution of damage means you either kill everyone at once, or you kill no one. It is black or white.
Without aoe cap, against a larger force, a smaller group will most certainly lose, but it will be able to thin out the herd.
Yes, in the case of a choke point or an ambush, there is the small possibility to wipe an un prepared zerg before they can react, but that's only an happy side effect of making sure that large numbers don't become mechanically invulnerable.
So then I guess I don't understand how 6 people are currently taking out groups of 75+ already currently.
You say caps would be better because you can hurt the whole group, I say sure you can hurt the whole group but wiping it just wouldn't happen with all their tools available.
You can defeat the groups now, changing the mechanics seems to me you wouldn't be able to do so any more simply because they are more capable of healing the entire group along with warding damage.
Shaun98ca2 wrote: »So then I guess I don't understand how 6 people are currently taking out groups of 75+ already currently.
Shaun98ca2 wrote: »You say caps would be better because you can hurt the whole group, I say sure you can hurt the whole group but wiping it just wouldn't happen with all their tools available.
Shaun98ca2 wrote: »You can defeat the groups now, changing the mechanics seems to me you wouldn't be able to do so any more simply because they are more capable of healing the entire group along with warding damage.
xsorusb14_ESO wrote: »They aren't..
You're not taking out 75 people with 6 people.
im fine with claiming that 6 cant beat 75
for now
quakedawg_ESO wrote: »xsorusb14_ESO wrote: »They aren't..
You're not taking out 75 people with 6 people.
*gasp* feeling hoodwinked!
xsorusb14_ESO wrote: »quakedawg_ESO wrote: »xsorusb14_ESO wrote: »They aren't..
You're not taking out 75 people with 6 people.
*gasp* feeling hoodwinked!
I believe the discussion in question was before AOE nerfs.
Before AOE nerfs, 6 people could of killed 75 if they stacked like tards....
post nerf.. no way in hell.
@sdande
Ok, I got my sittin' chair all nice and comfy, ready for the youtube link.
Also for what it's worth, as will most likely be pointed out to you in the next few minutes, a group of 16 isn't a small-man.
funny how you all talk about your theory and equations and formulas but actually never tried it out yourself in this game. You can wipe 60 stacked players with 16. it taks time, but if you have the right setup it can be done and it has been done. And its not about killing 70% of them at once with initial dmg. That wont happen with aoe caps on almost all abilitys.
You guys who say it cant be done just think that running these groups is easy as *** and everybody uses 2 buttons. It is more then that to it.
From what I've seen, it can be done when:funny how you all talk about your theory and equations and formulas but actually never tried it out yourself in this game. You can wipe 60 stacked players with 16. it taks time, but if you have the right setup it can be done and it has been done. And its not about killing 70% of them at once with initial dmg. That wont happen with aoe caps on almost all abilitys.
You guys who say it cant be done just think that running these groups is easy as *** and everybody uses 2 buttons. It is more then that to it.