dap_robertb16_ESO wrote: »Or you could all use Negate and be done with the whole thing.
Drop a few of those in the path of a zerg and snare them with everything you can use as a group (oil, volcanic rune, novas, streak etc) and say "bye bye Mr Zergball".
We get wiped occasionally because of a lack of negates. When we have them we can take down zergs twice our numbers without breaking a sweat.
If you don't like impulse monkey trains, join a guild or a group within PvP (ideally with TS) or just stay out of their way.
There are lots more tactics to take them down that I won't go into here, but look out soon for far fewer zergs.
mike.gaziotisb16_ESO wrote: »Aoe_Barbecue wrote: »Zergballs are reinforced because if 36 people squeeze into 6 meters and are hit with an AoE, 6 out of 36 will be hit. This ensures that the best way to hide is by moshing with a f*ckton of people in an AoE's radius. If all of those people were subject to focused AoE damage they would spread. Zergballing will still occur because you can focus a lot of firepower that way. But it will be able to be countered with comparatively less people than is optimal now.
Likewise only 6 get healed by the healer. If AoE caps are removed 3-4 healers using Grand Healing and Spell Symmetry could heal a well grouped zerg of 24 for anything between 1.2k -2k hp per sec without breaking a sweat. That's healing received per playe btw.
I'm not so sure it's gonna play out exactly how people like Lowbei expect. Every game is slightly different to the next so it's hard to predict the outcome.
But you never know. In any case, I dislike the randomness of using AoE and not knowing how many people you hit, so I'm all for it.
mike.gaziotisb16_ESO wrote: »Aoe_Barbecue wrote: »Zergballs are reinforced because if 36 people squeeze into 6 meters and are hit with an AoE, 6 out of 36 will be hit. This ensures that the best way to hide is by moshing with a f*ckton of people in an AoE's radius. If all of those people were subject to focused AoE damage they would spread. Zergballing will still occur because you can focus a lot of firepower that way. But it will be able to be countered with comparatively less people than is optimal now.
Likewise only 6 get healed by the healer. If AoE caps are removed 3-4 healers using Grand Healing and Spell Symmetry could heal a well grouped zerg of 24 for anything between 1.2k -2k hp per sec without breaking a sweat. That's healing received per playe btw.
I'm not so sure it's gonna play out exactly how people like Lowbei expect. Every game is slightly different to the next so it's hard to predict the outcome.
But you never know. In any case, I dislike the randomness of using AoE and not knowing how many people you hit, so I'm all for it.
yes healing could be very powerfull in a cluster as you say .... but just think of the numbers folk would be throwing into that ball from all directions to try to wipe it. in the end it would make splitting up necessary way more often than not. if 20 folk were spread out and throwing aoe into that ball from all directions only insane healing would keep it up.
right now 20 folk throwing massive dps into a ball does feck all cos its only hitting 6 out of the ball at and given point and the heals always target who gets hit.
SoulScream wrote: »
its been proven for decades in other games, and in fact THIS game had far better pvp in beta when nobody knew about ae caps, and thus there were NO zergball groups in beta.
[Moderator Note: Edited per our rules on Rude and Insulting comments]
mike.gaziotisb16_ESO wrote: »mike.gaziotisb16_ESO wrote: »Aoe_Barbecue wrote: »Zergballs are reinforced because if 36 people squeeze into 6 meters and are hit with an AoE, 6 out of 36 will be hit. This ensures that the best way to hide is by moshing with a f*ckton of people in an AoE's radius. If all of those people were subject to focused AoE damage they would spread. Zergballing will still occur because you can focus a lot of firepower that way. But it will be able to be countered with comparatively less people than is optimal now.
Likewise only 6 get healed by the healer. If AoE caps are removed 3-4 healers using Grand Healing and Spell Symmetry could heal a well grouped zerg of 24 for anything between 1.2k -2k hp per sec without breaking a sweat. That's healing received per playe btw.
I'm not so sure it's gonna play out exactly how people like Lowbei expect. Every game is slightly different to the next so it's hard to predict the outcome.
But you never know. In any case, I dislike the randomness of using AoE and not knowing how many people you hit, so I'm all for it.
yes healing could be very powerfull in a cluster as you say .... but just think of the numbers folk would be throwing into that ball from all directions to try to wipe it. in the end it would make splitting up necessary way more often than not. if 20 folk were spread out and throwing aoe into that ball from all directions only insane healing would keep it up.
right now 20 folk throwing massive dps into a ball does feck all cos its only hitting 6 out of the ball at and given point and the heals always target who gets hit.
I'm not saying it couldn't happen the way you say, I'm just saying it's not certain.
There already is a form of AoE that is not capped and that is siege weapons. Which is why a zerg under pressure keeps in constant move. When in constant move it's difficult to direct a lot of fire towards it and thus take it down
Most AoEs are either PBAoEs or if they are ranged AoEs they are damage ticks for each second inside. Obviously PBAoE means you're within the Zerg's range and damage tick AoEs (Lightning Flood, Elemental Wall etc) rely on a pretty static target. Would be interesting to see how it plays out.
SoulScream wrote: »
its been proven for decades in other games, and in fact THIS game had far better pvp in beta when nobody knew about ae caps, and thus there were NO zergball groups in beta.
[Moderator Note: Edited per our rules on Rude and Insulting comments]
Actually it hasn't been proven. Other games had issues with zero Aoe caps and even with zero aoe caps, you still had variations of the impulse monkey problem. As others note, full removal of aoe caps could drive even bigger issues. Raise the cap and test vs remove.
SoulScream wrote: »Players vs devs on the PTS with no caps, lets get it on!
Aoe_Barbecue wrote: »The zergballs will always be with us. However, no AoE caps gives small groups with better play the capacity to crush a typical zergball of pugs. As much as Lowbei is a saucy c_nt he's right on this account.
they wont , ive played games where game mechanics didn't give blobbing any advantage and instead punished them as common sense dictated. All you need is good ranged aoe and no aoe caps. then no ball can survive cos its getting hit from range from all directions.
And as in any sensible representation of war. if 20 folk are standing in the blast radius of a shell/grenade/fireball/etc... then all 20 of them get blown up for being stooopid
Tintinabula wrote: »actually its really put a dampener on real PvP. I was PvPn tonight at Sejanus..good fights..I died..they died..it was fun..along comes this group and spams fire ring fire ring fire ring..I left..no need to stick around and be rolled by mass zergs of ______ like that.I went elsewhere and found ppl who use more than one skill.
Lava_Croft wrote: »Seems the people who you call chimps are beating you hard enough to make you come crying on the ESO forums.
Chimps: 1 - You: 0
that speedy uppy buff thing stops slows. unstoppable stops negate, even then it'll only effect 6 people. heals already applies to everyone.dap_robertb16_ESO wrote: »Or you could all use Negate and be done with the whole thing.
Drop a few of those in the path of a zerg and snare them with everything you can use as a group (oil, volcanic rune, novas, streak etc) and say "bye bye Mr Zergball".
We get wiped occasionally because of a lack of negates. When we have them we can take down zergs twice our numbers without breaking a sweat.
If you don't like impulse monkey trains, join a guild or a group within PvP (ideally with TS) or just stay out of their way.
There are lots more tactics to take them down that I won't go into here, but look out soon for far fewer zergs.
mike.gaziotisb16_ESO wrote: »SoulScream wrote: »I'm pretty tolerant but the constant impulse zerg is even starting to bother me.
Zergs don't just Impulse and even if Impulse was completely removed from the game zergs would keep zerging.
Lemme introduce you to some other great skills the zerg uses that either do more dmg than impulse or offer free synergy attacks: Energy Orb, Liquid Lightning, Fragmented Shield, Sap Essence, Blazing Shield.
I'll let you in on a secret...do you know what gets a zerg its most kills? Light Attacks
pitdemon_ESO wrote: »The fans of PvE are going to be extremely angry at those few of us who prefer to engage in the act of Player Vs Player combat if we do anything to affect their dungeon clear times [edited]
Also, even if Impulse gets nerfed whats to stop people from just swapping to medium armor and using Steel Tornado, Sap Essence, etc? There needs to be a fundamental re-write of how AEs work (including the cap), the way tanks work (including collision), and the way damage shields work/stack.
[Moderator Note: Edited per our rules on Inappropriate Content and Language]