Imagine Impule Spammers hitting 20 people at a single time and instantly fill their ultimate meter or a Bolt Mage bolting through a large zerg and instantly filling their ultimate due to the sheer number of people it's hitting on screen.
Prospero_ESO wrote: »
They can keep ult gen limited to what you generate now off the cap, thats a simple solution.
People are worried about 20 impulse spammers vaporizing stuff, but I run a zerg buster group and we live inside 60-80+ people for quite awhile.
The issue isnt instantly dying, its that your chances of hitting the same guy twice with an AOE are painfully low.
frosth.darkomenb16_ESO wrote: »That, I am not certain.
If as a bug, some abilities didn't get capped and were working just fine, it means the complete available set of potential target gets computed, and then a subset of an arbitrary number (6 in our case) gets picked to be the targets.
ZOS_BrianWheeler wrote: »There are discussions currently going on with the combat team about the AE cap and in relation to the question about server merges, in 1.3 we are taking the amount of campaigns down from 10 to 5.
xsorusb14_ESO wrote: »I've said this a few times
Ultimate is already capped per Skill use, I believe the cap is 15 for most abilities, In other words, you can hit 6 or 20 with impulse, and the max you will get per impulse is
Some of the abilities were bugged and giving 15 + an additional 15 on dots
Imagine Impule Spammers hitting 20 people at a single time and instantly fill their ultimate meter or a Bolt Mage bolting through a large zerg and instantly filling their ultimate due to the sheer number of people it's hitting on screen.
You obviously have no idea what streak does right now.
Saw a single Streaker Silence our zerg for at least 4 times in under 15secs the other day....
Yeah, and it will bring a lot more lags. It didn't work in AoC and it will not work here.pitdemon_ESO wrote: »Collision Detection - IMO this really needs to be revisited as tankwalls bring a level of strategy hitherto lacking in Cyrodiil
Morticielle wrote: »Yeah, and it will bring a lot more lags. It didn't work in AoC and it will not work here.pitdemon_ESO wrote: »Collision Detection - IMO this really needs to be revisited as tankwalls bring a level of strategy hitherto lacking in Cyrodiil
ZOS_BrianWheeler wrote: »There are discussions currently going on with the combat team about the AE cap and in relation to the question about server merges, in 1.3 we are taking the amount of campaigns down from 10 to 5.
no aoe caps will create many more problems, including aoe lag. no thank you.
frosth.darkomenb16_ESO wrote: »
You're part of the people defending the cap tooth and nail, so if you're not in for your own benefit but for some sort of misguided good intent, then the burden of proof is on you:
What do aoe caps bring to the game that is worth all the issues they cause?
Why should they be saved despite being the cause of some of the major flaws left in the game? (namely, lag, stacking/blobing and random luck factor)
frosth.darkomenb16_ESO wrote: »
You're part of the people defending the cap tooth and nail, so if you're not in for your own benefit but for some sort of misguided good intent, then the burden of proof is on you:
What do aoe caps bring to the game that is worth all the issues they cause?
Why should they be saved despite being the cause of some of the major flaws left in the game? (namely, lag, stacking/blobing and random luck factor)
The problem is you nor anybody else has proven that AOE caps cause these "major flaws". But to answer your question of what do they bring, they bring balance. Without caps, AOEs would be the most powerful skills in the game. We already seen how out of control they were when a few bugged skills were uncapped. We already see how powerful oil is. Furthermore it wouldn't even stop people from blobbing as the reason people blob is because of how group mechanics work.