ShedsHisTail wrote: »How about implementing friendly fire at about 1% of out going damage, that's split 'em up.
Trayyacakes wrote: »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.
I don't know what you are talking about really. could you clarify? If you are saying making the zerg hit tab and put their cross hairs inside the box is going to magically fix everything then I would like to know how you came to that conclusion?
SBR_QuorTek wrote: »Trayyacakes wrote: »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.
I don't know what you are talking about really. could you clarify? If you are saying making the zerg hit tab and put their cross hairs inside the box is going to magically fix everything then I would like to know how you came to that conclusion?
Makes sense for counter zergs to spread out as the targetted one which the AOE will implode/explode around could have all his friends running in 4 different directions cordinated.
Further more insert a target of target thing to the game working on enemy players as well, could have a scout pointing out who they are mainly going after and by that create a fox hunt.
Also all armor you would need to have at least 5 pieces of that type of armor equipped to be able to use its special skill.
Buff Heavy & Medium armor in a degree it would competete with light armor on equal base but in each their way for diversity.
The problem is some folks want to run around winning 5 on 75 like they used to with OP/broken builds thinking they have mad skills and they can't. Go back a couple months in these forums and look for all the threads on DK's having unlimited AOE on standard and talons. We had unlimited AOE's already and PvP was completely broken with it. I have no idea why anybody would think that going back to that will work.
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.
I didn't say you always lose. I said you should lose, in the battle of Fei the smaller force should of lost. The fact that they won is the reason this battle is notable. Nobody would even know about today otherwise.
The same things occurs in the game. I've fought and won against larger forces numerous times. I also got steamrolled by larger groups on numerous occasions. I've also lost to smaller groups. I've been mowed down by the EP impulse "bot train" and I've wiped the train with smaller numbers. This happens every day even with AOE caps.
The problem is some folks want to run around winning 5 on 75 like they used to with OP/broken builds thinking they have mad skills and they can't. Go back a couple months in these forums and look for all the threads on DK's having unlimited AOE on standard and talons. We had unlimited AOE's already and PvP was completely broken with it. I have no idea why anybody would think that going back to that will work.
Morticielle wrote: »If you declare something an 'issue' doesn't mean that it is actually an issue. And why do you think that you are entitled to a justification by Zenimax?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.
Your disability to move out of the way of such a group might be an issue. How about you work on that. First lesson: Be aware of your surroundings. This means instead of only looking straight ahead you have to turn your view and look to the left, to the right and behind you. This gives you a good chance to see an incoming group before they can stunlock and bomb you to death. It works really good for me. And please, take your blinders off, they look good on horses but not on you. Next lesson tomorrow.With unlimited targets impulse spam groups can kill you even faster.With unlimited targets you can kill impulse spam groups.
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.
yes clearly you arn't understanding the compplaint then
Then feel free to explain it then. Because post after post is complaining about a large group aka "zerg ball" and how a small group should be able to kill them.
frosth.darkomenb16_ESO wrote: »Are you even reading those replies?
I'll try one last time to reach out to you: It is NOT about killing them, it isn't even about wining.
It is about preventing a mechanical invulnerability and the optimum strategy that results from it.
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.
frosth.darkomenb16_ESO wrote: »Are you even reading those replies?
I'll try one last time to reach out to you: It is NOT about killing them, it isn't even about wining.
It is about preventing a mechanical invulnerability and the optimum strategy that results from it.
I would suggest that removing caps would simply make the problem worse. You have a game that has hundreds of players per side fighting over relatively small keeps and even smaller flag points. You will invariably have players stacked up or in confined areas. As a result the new meta game with no AOE caps would be to slot as many AOEs as you can and spam them in the keeps. Then all the people complaining about people "mindlessly" using AOEs will be right back in here complaining again because the number of AOE users will increase 10 fold. It will be particularly fun with no cap negate magic all over the flags.
Outside the keeps the "zerg ball" will still stack because they get no cap heals, buffs, purges, etc. and will still run you over. Worse case they spread out a little or more likely just range you down out side the range of your uncapped AOE.
Trayyacakes wrote: »SBR_QuorTek wrote: »Trayyacakes wrote: »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.
I don't know what you are talking about really. could you clarify? If you are saying making the zerg hit tab and put their cross hairs inside the box is going to magically fix everything then I would like to know how you came to that conclusion?
Makes sense for counter zergs to spread out as the targetted one which the AOE will implode/explode around could have all his friends running in 4 different directions cordinated.
Further more insert a target of target thing to the game working on enemy players as well, could have a scout pointing out who they are mainly going after and by that create a fox hunt.
Also all armor you would need to have at least 5 pieces of that type of armor equipped to be able to use its special skill.
Buff Heavy & Medium armor in a degree it would competete with light armor on equal base but in each their way for diversity.
So make AOEs explode from your target instead of yourself?
Wouldn't change anything if there is still an AOE Cap...
As for your idea with the armor abilities, like immovable, it may have to come to that.
frosth.darkomenb16_ESO wrote: »However, what we do know for sure is that AoE caps are bad. Both historic data, the current ESO situation and game theory bring us to this conclusion.
Luckily, this is something we can remedy.
Lava_Croft wrote: »As explained over and over again, the poll about AoE caps was completely meaningless due to something they call 'selection bias'.
'We' as a community did not vote against AoE caps, since most people that bothered to participate in the poll are people who want the AoE caps gone, making the poll next to worthless.
Basically it's the same as this thread. The only people that really bother with threads like this are people who want the AoE caps gone.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.With unlimited targets you can kill impulse spam groups.
indytims_ESO wrote: »Zergs have been alive and kicking in every PVP game I've played, long before "AE Caps" existed.
Removing AE caps is not going to stop zergs. There is 'safety in numbers'.
No, we don't know this for sure. It's surely your opinion and you are entitled to it but it's certainly not a fact.
frosth.darkomenb16_ESO wrote: »However, what we do know for sure is that AoE caps are bad. Both historic data, the current ESO situation and game theory bring us to this conclusion.
Luckily, this is something we can remedy.
No, we don't know this for sure. It's surely your opinion and you are entitled to it but it's certainly not a fact.
I've played games with and without caps. Anytime there wasn't caps the AOE class was completely OP and owned the field with nothing but a steady stream of complaints on the forum. Just sit at the goal and reign terror on the other side because the goal is always a choke point. Good luck getting a scroll through a gate. What are you going to do? Have an endless attrition war when both sides can simply respawn and be back in the fight in 5 seconds?
frosth.darkomenb16_ESO wrote: »However, what we do know for sure is that AoE caps are bad. Both historic data, the current ESO situation and game theory bring us to this conclusion.
Luckily, this is something we can remedy.
No, we don't know this for sure. It's surely your opinion and you are entitled to it but it's certainly not a fact.
I've played games with and without caps. Anytime there wasn't caps the AOE class was completely OP and owned the field with nothing but a steady stream of complaints on the forum.
Just sit at the goal and reign terror on the other side because the goal is always a choke point. Good luck getting a scroll through a gate. What are you going to do? Have an endless attrition war when both sides can simply respawn and be back in the fight in 5 seconds?
With the upcoming Spell Crafting update it is more important ever to have AoE caps. If you watched the Quakecon video you would see that you add an AoE effect or increase the duration of most (if not all) spells.
A DK with the enduring effect on his Talons, Standard and Unstoppable would destroy raids and he could constantly heal himself with Inhale..
No, we don't know this for sure. It's surely your opinion and you are entitled to it but it's certainly not a fact.
Based on what happened earlier tonight at the Rayles lumber mill on Wabbajack NA, I'd say it's an informed opinion that is very near to being a fact. EP had a zergball sitting on the flag that couldn't be touched by equal or more numbers. It was incredibly stupid and I can only hope that somebody recorded it to show just how bad it was (I couldn't get restoration light or heavy attacks to even fire).
"Gameplay" like that is not something that anybody should defend.
frosth.darkomenb16_ESO wrote: »And that's where you're wrong, or perhaps you simply misunderstand the concepts.
Historically, games with a cap have had their players develop blobbing tactics.
Shadowbane, GW2 and even ESo the second we learned about the caps. This isn't opinion, it is an observation, a fact.
frosth.darkomenb16_ESO wrote: »And that's where you're wrong, or perhaps you simply misunderstand the concepts.
Historically, games with a cap have had their players develop blobbing tactics.
Shadowbane, GW2 and even ESo the second we learned about the caps. This isn't opinion, it is an observation, a fact.
Except that isn't true. Historically SOME games with caps resulted in blobbing tactics. Most of them did not (although the complaints of zerging occurred on all including no cap games). This leads one to the conclusion that some other factor is resulting in this outcome. I suspect that it's the mechanics of the game. This game requires you to be in a confined area to get heals, buffs, debuffs, etc. Splitting people up with the current system renders the concepts of groups pretty much pointless.
This would suggest that at least part of the "fix" (still not exactly sure why people getting organized and grouping up is considered broken in a MMO) is to change how healing/grouping works. For example heals only effect members in your party but over a much larger radius, same for buffs and debuffs. This would allow players to spread out and doesn't encourage blobbing. Of course, the 50 man group is still going to run over a 5 man group so it won't stop the complaints.
frosth.darkomenb16_ESO wrote: »And that's where you're wrong, or perhaps you simply misunderstand the concepts.
Historically, games with a cap have had their players develop blobbing tactics.
Shadowbane, GW2 and even ESo the second we learned about the caps. This isn't opinion, it is an observation, a fact.
Except that isn't true. Historically SOME games with caps resulted in blobbing tactics. Most of them did not (although the complaints of zerging occurred on all including no cap games).
This leads one to the conclusion that some other factor is resulting in this outcome.
(still not exactly sure why people getting organized and grouping up is considered broken in a MMO)
...
Of course, the 50 man group is still going to run over a 5 man group so it won't stop the complaints.