Shaun98ca2 wrote: »See I still cant say uncapped AOEs is the correct answer.
I see a group of 3 people sneaking into a huge battlefield laying waste to everything around them because "standing to close" means death.
Well in a zerg your GONNA get people fighting closely. Imagine what a 100v100 battle between AD and EP would look like for 3 DC guys to sneak up and start AOEing down 50+ people cause they happen to be "too close".
That's an issue I simply would leave the game. Im here for the large scale battles.
I just described the destruction of any more large scale battles ever as you HAVE to keep a distance from everybody at all times.
Obviously blobbing is an issue but no caps to me destroys large scale battles.
Shaun98ca2 wrote: »I think uncapped Ultimates would be the RIGHT answer to fixing the blobbing issue......Imagine 6 AOE ultimates going off at once on these blobs....insta death to them.....Not easily spammable and fixes them real good.
Please, groups don't stack against oil because oil has no aoe cap. They stack because Purge and Barrier have a limited radius. If siege was aoe capped, they'd still stack for those skillsAs I pointed out already the main reason we stack now is to counter the unlimited AOE fire pots.
Shaun98ca2 wrote: »See I still cant say uncapped AOEs is the correct answer.
Well in a zerg your GONNA get people fighting closely. Imagine what a 100v100 battle between AD and EP would look like for 3 DC guys to sneak up and start AOEing down 50+ people cause they happen to be "too close".
That's an issue I simply would leave the game. Im here for the large scale battles.
I just described the destruction of any more large scale battles ever as you HAVE to keep a distance from everybody at all times.
Please, groups don't stack against oil because oil has no aoe cap. They stack because Purge and Barrier have a limited radius. If siege was aoe capped, they'd still stack for those skillsAs I pointed out already the main reason we stack now is to counter the unlimited AOE fire pots.
People use purge and Barrier to counter oil. But my point was that uncapped AOE's didn't stop the stacking it gave even more reason to.
Shaun98ca2 wrote: »See I still cant say uncapped AOEs is the correct answer.
Well in a zerg your GONNA get people fighting closely. Imagine what a 100v100 battle between AD and EP would look like for 3 DC guys to sneak up and start AOEing down 50+ people cause they happen to be "too close".
That's an issue I simply would leave the game. Im here for the large scale battles.
I just described the destruction of any more large scale battles ever as you HAVE to keep a distance from everybody at all times.
This. Taking keeps with large forces will be AOE fests. On wabba you regularly see 50+ attackers and 50+ defenders even with no one intentionally stacking there will be stacking and AOEs will reign.
The real problem here is the people pushing for this want small scale PvP. Which is fine but the solution is to make small scale PvP options not breaking large scale PvP to the point that you can't take objectives.
Shaun98ca2 wrote: »See I still cant say uncapped AOEs is the correct answer.
Well in a zerg your GONNA get people fighting closely. Imagine what a 100v100 battle between AD and EP would look like for 3 DC guys to sneak up and start AOEing down 50+ people cause they happen to be "too close".
That's an issue I simply would leave the game. Im here for the large scale battles.
I just described the destruction of any more large scale battles ever as you HAVE to keep a distance from everybody at all times.
This. Taking keeps with large forces will be AOE fests. On wabba you regularly see 50+ attackers and 50+ defenders even with no one intentionally stacking there will be stacking and AOEs will reign.
The real problem here is the people pushing for this want small scale PvP. Which is fine but the solution is to make small scale PvP options not breaking large scale PvP to the point that you can't take objectives.
frosth.darkomenb16_ESO wrote: »This is the one situation where a blob is at a disadvantage, if it isn't to use purge or barrier, why in the world would the ystack on an enemy oil?
Perhaps you mean defensively?
frosth.darkomenb16_ESO wrote: »With zerg balling, there is at no point a window of opportunity where single target abilities are more desirable than an aoe.
frosth.darkomenb16_ESO wrote: »This is not only false but idiotic.
Aoes don't impact the scale of fights but how they are fought.
It has never been an argument and you are making an asinine blanket statement by suggesting otherwise.
frosth.darkomenb16_ESO wrote: »This is the one situation where a blob is at a disadvantage, if it isn't to use purge or barrier, why in the world would the ystack on an enemy oil?
Perhaps you mean defensively?
They don't want to stack on the oil. They have no choice as the choke points to and in the flag room are covered in oil. To beat that defense you stack and use a mix of skills that require multiple players. Running in individually is just suicide and feeding the other side AP. An organized group can take an outpost and oil farm all day long (and happens pretty much daily on wabba) until a large organized group comes along and pushes them out via stacking.
frosth.darkomenb16_ESO wrote: »With zerg balling, there is at no point a window of opportunity where single target abilities are more desirable than an aoe.
Sure there is. Why would you use an AOE with only a single target in range? Why wouldn't you use a more powerful single target skill? Why would I use an AOE if the target was out of range instead of a long range skill? Despite running in large groups I use two bars of skills (weapon switching) and switch out some skills based on the task at hand. Oddly enough it's pretty much the same set of skills I use running around solo and I use at pretty much the same times.
frosth.darkomenb16_ESO wrote: »This is not only false but idiotic.
Aoes don't impact the scale of fights but how they are fought.
It has never been an argument and you are making an asinine blanket statement by suggesting otherwise.
Considering there is currently a post requesting small scale pvp to get away from the "zerg" it's hardly idiotic.
But beyond that you describe your desired battlefield in which a bunch of unorganized people stand spread out while a bunch of tiny battles take place. A 50 v 50 battle is really a bunch of small scale battles happening in proximity of each other. As soon as too many get organized you call it a zerg and say it's destroying the game. So yeah, that sounds like you want small scale PvP to me. Although, to be fair, a 5v5 environment wouldn't be the same.
By the way, there are all kinds of tactics used with large groups as well.
Shaun98ca2 wrote: »I think uncapped Ultimates would be the RIGHT answer to fixing the blobbing issue......Imagine 6 AOE ultimates going off at once on these blobs....insta death to them.....Not easily spammable and fixes them real good.
If there were offensive attack tools for chokepoints, say like un capped ranged aoes, both forces would stand outside and hold a line with a no mans land in the middle with occasional sorties/charges to push through.
If there were offensive attack tools for chokepoints, say like un capped ranged aoes, both forces would stand outside and hold a line with a no mans land in the middle with occasional sorties/charges to push through.
What you are describing is exactly what I fear will occur with uncapped AOE's. Taking keeps will be next to impossible when defended. To take the flag attackers will need to run through choke points and stand on a choke point where they will just get destroyed from ranged uncapped AOEs. Attackers will still stack because they would have a better chance than running in one by one.
Deaths in the keep won't be out of the fight. They will simply spawn at the FC and run right back in or be part of the group that pushes in from the outside reigning ranged AOEs on the attackers stuck in the choke point between the inner and outer walls.
It is entirely possible to completely cut off defenders once you push them to the inner keep and prevent them from coming back to the fight, it simply requires organization and/or initiative which the pug zergs lack. All you need is 4 squads camping each tower to prevent stealthers from setting up a camp, and 4 more squads camping the 3 gates and the breach with oil/caltrops to stop ppl getting in. This is basic perimeter defense.