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2 easy things to fix blob AoE spam gameplay.

gendarkb16_ESO
gendarkb16_ESO
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First: the active Armor skills should require 5 pieces of that armor equipped. Right now 80-90% of the blob uses the skill immovable/unstopplable, making them inmune to all form of counterattack (negatte magic / roots etc..) it shouldn't be posible for a full caster will full light to use a heavy armor skill, i don't find immobable OP but it should only be for full heavy armor users, with that change, the people of the blob will have to make a compromise: equip 5 heavy to be immovable and lose power in the aoe due to light passive bonus or equip 5 light to have more damage and be somewhat more vulnerable. I know other skills like rapid maneuver give you also CC inmunity but its only while you are not attacking, spaming aoe with cc/silence immunities shouldn't be posible unless you have full heavy armor.

Second: Pbaoe aoe skills (non target aoe) should do way less damage, skills that don't require target or even having to face to one direction. So make PbAoE skills (impulse, whirlwind, bat swarm etc) have a mechaninc that reduces damage based on radius distance, so they do 100% dmg at center and 50% dmg at the max radius, somthing like 0 to 50% radius = 100% dmg and then from 51% to 100% radius, dmg scales from 100% down to 50% dmg. It can't be that right now in open pvp people just spam Pbaoe skills doing nearly the same dmg that other skills but with the benefit of not having to have a target or ignoring lag just because you can spam.

Also as a bonus, the already long discussed the AoE caps ;) but if you increase the AOE dmg caps to 10-12 and leave the healing cap to 6, blob problems also will be solved and will force groups of 10+ people to scatter because smart heals will be never be enough to outheal the damage done.
Edited by gendarkb16_ESO on July 24, 2014 9:04AM
  • puenktchen8
    First: the active Armor skills should require 5 pieces of that armor equipped. Right now 80-90% of the blob uses the skill immovable/unstopplable, making them inmune to all form of counterattack (negatte magic / roots etc..) it shouldn't be posible for a full caster will full light to use a heavy armor skill, i don't find immobable OP but it should only be for full heavy armor users, with that change, the people of the blob will have to make a compromise: equip 5 heavy to be immovable and lose power in the aoe due to light passive bonus or equip 5 light to have more damage and be somewhat more vulnerable. I know other skills like rapid maneuver give you also CC inmunity but its only while you are not attacking, spaming aoe with cc/silence immunities shouldn't be posible unless you have full heavy armor.

    Well, in that case, people would just go for full heavy armor :smile:
    There is just way to much CC in this game to not having some kind of CC-Protection/Immunity


  • KBKB
    KBKB
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    First: the active Armor skills should require 5 pieces of that armor equipped. Right now 80-90% of the blob uses the skill immovable/unstopplable, making them inmune to all form of counterattack (negatte magic / roots etc..) it shouldn't be posible for a full caster will full light to use a heavy armor skill, i don't find immobable OP but it should only be for full heavy armor users, with that change, the people of the blob will have to make a compromise: equip 5 heavy to be immovable and lose power in the aoe due to light passive bonus or equip 5 light to have more damage and be somewhat more vulnerable. I know other skills like rapid maneuver give you also CC inmunity but its only while you are not attacking, spaming aoe with cc/silence immunities shouldn't be posible unless you have full heavy armor.

    Well, in that case, people would just go for full heavy armor :smile:
    There is just way to much CC in this game to not having some kind of CC-Protection/Immunity


    Still the light 5+ is OP compared to the others 42% spell pen yes please =)

    Tbh The entire armor skills need looking at the heavy and medium bonuses compared to light are laughable at best considering all classes need mana/use spells.

    Edited by KBKB on July 24, 2014 9:46AM
  • ToRelax
    ToRelax
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    ✭✭
    First: the active Armor skills should require 5 pieces of that armor equipped. Right now 80-90% of the blob uses the skill immovable/unstopplable, making them inmune to all form of counterattack (negatte magic / roots etc..) it shouldn't be posible for a full caster will full light to use a heavy armor skill, i don't find immobable OP but it should only be for full heavy armor users, with that change, the people of the blob will have to make a compromise: equip 5 heavy to be immovable and lose power in the aoe due to light passive bonus or equip 5 light to have more damage and be somewhat more vulnerable. I know other skills like rapid maneuver give you also CC inmunity but its only while you are not attacking, spaming aoe with cc/silence immunities shouldn't be posible unless you have full heavy armor.

    Well, in that case, people would just go for full heavy armor :smile:
    There is just way to much CC in this game to not having some kind of CC-Protection/Immunity


    It's called block/roll dodge and CC break if nessessary.
    I find the idea very good :smile: .
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • gendarkb16_ESO
    gendarkb16_ESO
    ✭✭✭

    Well, in that case, people would just go for full heavy armor :smile:
    There is just way to much CC in this game to not having some kind of CC-Protection/Immunity

    Well thats the trade off you will have cc immunity for spamming thanks to immovable/unstoppable but you will lose 15% magica cost reduction. 20% magica regen, 20% spell resist, 10% crit with spells and 30% spell penetration, due the lost of 5 light pieces.
    You want to have the heavy armor skill and be immune to cc/silence ? ok, but you will lose a significant part of damage.
  • hamon
    hamon
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    yes this would certainly help but i would also incluse buffing or adding splash to some ranged skills. splintered arrows or dots that infect or splash on blobs. most games have them and it stops blobbing due to making these skills powerfull if you all stand close to each other.
  • Teevesnacks
    Teevesnacks
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    Make aoe channelled imo

    For example elemental ring channels does damage each second for 3 seconds.

    This will open up for a counter-attack(i.e bash)

    It won't hurt pve too badly but at least in pvp players will have a way to counteract the aoe "bombs".
  • frosth.darkomenb16_ESO
    frosth.darkomenb16_ESO
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    I like both those suggestions, and think they'd fit well in the game.

    1) It is a bit weird that the armor activities can be cast without even wearing one piece of that armor, but I understand why.
    They wanted to let us chose and perhaps have a bit of all and have bonus effects in morphs proportional to gear investment.

    A more complex change but perhaps remaining true to the original idea: You get exponential bonuses instead of linear with secondary effects starting at 5. The max bonus is buffed to reward specialisation even more.

    For instance with Immovable:
    - the cc immunity is the secondary effect to the armor/spell pen increase and starts at 5 parts minimum.
    - the damage increase of Immovable brute morph is:
    0.5% - 1% - 3% - 6% - 10% - 15% - 21%
    - the duration increase of Unstopable morph is:
    1% - 2% - 4% - 8% - 16% - 32% - 64%

    2) Agreed completely.
    I believe every AoE could be balanced either through this mechanic or many other.
    AoE cap can be done without entirely.

    http://forums.elderscrollsonline.com/discussion/121403/suggestion-ways-to-balance-aoe-abilities-without-an-arbitrary-target-cap
  • arnaldomoraleseb17_ESO
    AoE spam will exist for ever because the most people like it. Reason because I am thinking TESO is not for me.
    Debon Templar VR14 Thorn Blade (EU)
    Gaunnes DK VR14 Haderus (EU)
  • Xnemesis
    Xnemesis
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    make it so that it will apply a damage debuff. If you are hit by say 10 different teammates spam a debuff will kick in and then you take a big hit on your outgoing aoe damage.

    Just an example and the numbers can be tweaked a bit.
  • Lord_Draevan
    Lord_Draevan
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    First: the active Armor skills should require 5 pieces of that armor equipped. Right now 80-90% of the blob uses the skill immovable/unstopplable, making them inmune to all form of counterattack (negatte magic / roots etc..) it shouldn't be posible for a full caster will full light to use a heavy armor skill, i don't find immobable OP but it should only be for full heavy armor users, with that change, the people of the blob will have to make a compromise: equip 5 heavy to be immovable and lose power in the aoe due to light passive bonus or equip 5 light to have more damage and be somewhat more vulnerable. I know other skills like rapid maneuver give you also CC inmunity but its only while you are not attacking, spaming aoe with cc/silence immunities shouldn't be posible unless you have full heavy armor.

    Second: Pbaoe aoe skills (non target aoe) should do way less damage, skills that don't require target or even having to face to one direction. So make PbAoE skills (impulse, whirlwind, bat swarm etc) have a mechaninc that reduces damage based on radius distance, so they do 100% dmg at center and 50% dmg at the max radius, somthing like 0 to 50% radius = 100% dmg and then from 51% to 100% radius, dmg scales from 100% down to 50% dmg. It can't be that right now in open pvp people just spam Pbaoe skills doing nearly the same dmg that other skills but with the benefit of not having to have a target or ignoring lag just because you can spam.

    Also as a bonus, the already long discussed the AoE caps ;) but if you increase the AOE dmg caps to 10-12 and leave the healing cap to 6, blob problems also will be solved and will force groups of 10+ people to scatter because smart heals will be never be enough to outheal the damage done.

    All three of these seem pretty good, I hope that ZOS at least sees this and gives them an idea, cause PvP is pretty annoying at the moment with all the AoE zergs running around.
    Edited by Lord_Draevan on July 24, 2014 4:03PM
    I'm a man of few words. Any questions?
    NA/PC server
  • UPrime
    UPrime
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    I think rather then lowering AoE dmg, it should be made smart instead of random so it always hits lowest HP targets. This will allow for a blob to be chipped away at more effectively.
    Edited by UPrime on July 24, 2014 4:09PM
  • Fshober28b14_ESO
    Fshober28b14_ESO
    ✭✭✭
    First: the active Armor skills should require 5 pieces of that armor equipped. Right now 80-90% of the blob uses the skill immovable/unstopplable, making them inmune to all form of counterattack (negatte magic / roots etc..) it shouldn't be posible for a full caster will full light to use a heavy armor skill, i don't find immobable OP but it should only be for full heavy armor users, with that change, the people of the blob will have to make a compromise: equip 5 heavy to be immovable and lose power in the aoe due to light passive bonus or equip 5 light to have more damage and be somewhat more vulnerable. I know other skills like rapid maneuver give you also CC inmunity but its only while you are not attacking, spaming aoe with cc/silence immunities shouldn't be posible unless you have full heavy armor.

    Second: Pbaoe aoe skills (non target aoe) should do way less damage, skills that don't require target or even having to face to one direction. So make PbAoE skills (impulse, whirlwind, bat swarm etc) have a mechaninc that reduces damage based on radius distance, so they do 100% dmg at center and 50% dmg at the max radius, somthing like 0 to 50% radius = 100% dmg and then from 51% to 100% radius, dmg scales from 100% down to 50% dmg. It can't be that right now in open pvp people just spam Pbaoe skills doing nearly the same dmg that other skills but with the benefit of not having to have a target or ignoring lag just because you can spam.

    Also as a bonus, the already long discussed the AoE caps ;) but if you increase the AOE dmg caps to 10-12 and leave the healing cap to 6, blob problems also will be solved and will force groups of 10+ people to scatter because smart heals will be never be enough to outheal the damage done.

    you make great points, and agree.
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