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Possible Counter for Zergballs in Spellcrafting?

arkansas_ESO
arkansas_ESO
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For those that have played the previous TES games, you may remember the 'Frenzy' spell. If you casted it on a vulnerable enough target (which was decided upon by levels), that target would go into a frenzy and begin attacking everything it saw, whether it was friend or foe.

My suggestion is to implement a 'Frenzy' spell in the Spellcrafting system. This spell would be a soft CC, meaning it wouldn't be stopped by Immovable, that would make the target spam random abilities on their bar. During the duration of the CC, friendly fire would be turned on for the target, meaning the target can hit and get hit by skills casted by allies. The target would be unable to switch bars or stop until the CC broke.

The CC would be, at it's core, single target with a somewhat long range, long enough to be casted from a keep wall onto a unfortunate zerg member below. The ultimate version of Frenzy would cap out at 3 targets, and be a ranged AOE. The CC would have a 3 second immunity upon breaking it, like other CC effects currently in the game.

The Frenzy spell would be a high costing spell used mainly for zergbreaking, and should not be as effective in smaller scale combat.

The idea of a Frenzy spell is to discourage 'turtling' or 'stacking' by having the threat of your friend's Impulse spam being turned against you and your group.

Frenzy would need a counter. Along with the implementation of Frenzy, Courage spells would also be added. In past TES games, Courage spells could be cast on targets to buff their health and stamina and to prevent them from fleeing. In ESO, Courage could be used as a temporary buff, cast onto just you or your small group, that would prevent you from being Frenzied. Courage spells would need to have a small target cap, and ultimately be more effective in small groups than in large ones. This allows small groups to be mostly immune to a very powerful CC, while making large zergs highly vulnerable to it.

I suggest these spells be added in if the AOE cap cannot be removed due to technical reasons. If the AOE cap can be entirely done away with without negatively impacting server performance, I encourage ZOS to do that instead of implementing Frenzy and Courage spells.



Grand Overlord 25/8/17
  • c0rp
    c0rp
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    I'll be desubbed if DC zerg balls and AoE caps arent resolved before spellcrafting makes it into the game.
    Edited by c0rp on August 2, 2014 9:16PM
    Force weapon swap to have priority over EVERYTHING. Close enough.
    Make stamina builds even with magicka builds.
    Disable abilities while holding block.
    Give us a REASON to do dungeons more than once.
    Remove PVP AoE CAP. It is ruining Cyrodiil.
    Fix/Remove Forward Camps. They are ruining Cyrodiil.
    Impenetrability needs to REDUCE CRIT DAMAGE. Not negate entire builds.
    Werewolf is not equal to Vamps/Bats.
  • IxSTALKERxI
    IxSTALKERxI
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    that would make the target spam random abilities on their bar.

    That would be OP and a stupid imo.
    During the duration of the CC, friendly fire would be turned on for the target, meaning the target can hit and get hit by skills casted by allies

    This effect by itself would be interesting though, if you are hit with this CC you would have to stop casting AOE or split from your group.

    It shouldn't be able to be cast on multiple targets though, that would be OP.
    Edited by IxSTALKERxI on August 3, 2014 3:18AM
    NA | PC | Aldmeri Dominion
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  • Liquid_Time
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    Why not just have a spell that "freezes" someone's abilities for a span of a few seconds?

    Not sure, just another suggestion haha
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  • IxSTALKERxI
    IxSTALKERxI
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    Why not just have a spell that "freezes" someone's abilities for a span of a few seconds?

    Not sure, just another suggestion haha

    It's called negate magic. :p

    Haha, but yeah that would be cool if classes other then sorc could contribute to an Aoe group's downfall.

    NA | PC | Aldmeri Dominion
    Laser Eyes AR 26 Arcanist | Stalker V AR 41 Warden | I Stalker I AR 42 NB | Stalkersaurus AR 31 Templar | Stalker Ill AR 31 Sorc | Nigel the Great of Blackwater
    Former Emperor x11 campaign cycles
    Venatus Officer | RIP RÁGE | YouTube Channel
  • Holycannoli
    Holycannoli
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    Yeah but even negate magic only affects 6 enemies at a time. That's nothing vs a zergball.

    The AOE cap needs to be removed. That's the only real solution.
  • arkansas_ESO
    arkansas_ESO
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    that would make the target spam random abilities on their bar.

    That would be OP and a stupid imo.
    During the duration of the CC, friendly fire would be turned on for the target, meaning the target can hit and get hit by skills casted by allies

    This effect by itself would be interesting though, if you are hit with this CC you would have to stop casting AOE or split from your group.

    It shouldn't be able to be cast on multiple targets though, that would be OP.

    That might be better. I'll leave it up to the devs to decide, I'm just wanting to get the general idea out.


    Grand Overlord 25/8/17
  • arkansas_ESO
    arkansas_ESO
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    Why not just have a spell that "freezes" someone's abilities for a span of a few seconds?

    Not sure, just another suggestion haha

    That wouldn't really work, since the main goal for the Frenzy spell is to discourage zergs stacking by having their allies' AOEs hit them.


    Grand Overlord 25/8/17
  • arkansas_ESO
    arkansas_ESO
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    Yeah but even negate magic only affects 6 enemies at a time. That's nothing vs a zergball.

    The AOE cap needs to be removed. That's the only real solution.

    I'm assuming that the AOE cap's in place due to a technical limitation. I honestly don't see any other reason for it, other than out of technical necessity.


    Grand Overlord 25/8/17
  • Tintinabula
    Tintinabula
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    Im soooo excited about spell crafting. I want to make a lava spell like Ice comet but fire that adds a fire dot and aoe maybe even spreading the fire to others if they roll out of it. >:)
  • Holycannoli
    Holycannoli
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    Yeah but even negate magic only affects 6 enemies at a time. That's nothing vs a zergball.

    The AOE cap needs to be removed. That's the only real solution.

    I'm assuming that the AOE cap's in place due to a technical limitation. I honestly don't see any other reason for it, other than out of technical necessity.

    I don't know. Much older MMOs were able to deal with no AOE caps (DAOC) but I don't know about ESO. Sometimes their servers can't even handle max capacity.

    I do know that some skills were not affected by the cap and they patched them a few weeks ago to fix them. I personally think the AOE cap decision was based on game balance, not performance. With no AOE cap everyone spreads out to minimize AOE so what performance is really lost?

    I'd like to at least test no AOE caps, maybe not on PTS (because it wouldn't bring enough testers) but a special "guest only" campaign, if that's possible. We really need to see what it would do or if it would melt the server. If the servers can handle no cap then I see no reason to keep the cap.
  • arkansas_ESO
    arkansas_ESO
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    Yeah but even negate magic only affects 6 enemies at a time. That's nothing vs a zergball.

    The AOE cap needs to be removed. That's the only real solution.

    I'm assuming that the AOE cap's in place due to a technical limitation. I honestly don't see any other reason for it, other than out of technical necessity.

    I don't know. Much older MMOs were able to deal with no AOE caps (DAOC) but I don't know about ESO. Sometimes their servers can't even handle max capacity.

    I do know that some skills were not affected by the cap and they patched them a few weeks ago to fix them. I personally think the AOE cap decision was based on game balance, not performance. With no AOE cap everyone spreads out to minimize AOE so what performance is really lost?

    I'd like to at least test no AOE caps, maybe not on PTS (because it wouldn't bring enough testers) but a special "guest only" campaign, if that's possible. We really need to see what it would do or if it would melt the server. If the servers can handle no cap then I see no reason to keep the cap.

    Agreed. I believe @ZOS_BrianWheeler‌ posted that they were discussing the cap internally, so we might see it removed if it's at all possible.


    Grand Overlord 25/8/17
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