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Pulse Monkeys

  • dracobains_ESO
    dracobains_ESO
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    People always navigate to the path of least resistance and optimal return. You can crank up the AP far faster doing AOE than pretty much anything else. If game design allows powerful AOE, players will use it to their benefit. Zen has made AOE quite powerful so there it is. It is not the players fault for operating within the parameters of game design to get optimal returns on their effort.
    IRONCLAD of Ebonheart Pact
    We don't have popularity contests because we believe it is better to be Feared than Loved.
  • Maulkin
    Maulkin
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    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.

    Or they would all be using Immovable which allows you to cast right through the Negate.
    EU | PC | AD
  • Junipus
    Junipus
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    You'd be surprised how few people in zergs use immovable. It's one of the wonderful flaws of PvP humanity of the belief in safety in numbers tied into the approach of DPSing others down first.
    The Legendary Nothing
  • hamon
    hamon
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    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.

  • Maulkin
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    hamon 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.
    Edited by Maulkin on August 11, 2014 6:05PM
    EU | PC | AD
  • SoulScream
    SoulScream
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    Healing as mentioned above was my exact counter thought to removing aoe caps. I'm for it to see how it plays out but I'm not sure it's certain to help.
  • Columba
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    Lowbei wrote: »
    SoulScream wrote: »
    Lowbei wrote: »
    remove ae caps and the zergballs go away

    I really really doubt it. I think it's human nature to group up. I can't help but wonder if letting reflect abilities reflect aoe damage instead of just direct target would be the answer.

    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
    SoulScream
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    Players vs devs on the PTS with no caps, lets get it on!
  • Lowbei
    Lowbei
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    im fine with raising the caps to 12.... for now
  • Docmandu
    Docmandu
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    WTB Shaman + Runemaster to whipe the entire blob! <3 DAoC.
    Edited by Docmandu on August 11, 2014 9:19PM
  • quakedawg_ESO
    quakedawg_ESO
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    Don't neglect the streak and swarm monkeys! And those shield bash spam primates! It's like the damn zoo out there!

    Pro Tip: Form a group of 4 and hang out with the zerg. Now you can claim you only run with 4. I'm l33t

    'I've never died in AvA. Undefeated!'
    'My group of 4 will often take on 100+ with no problem. I have videos to prove it'
    'All the abilities on my keyboard require real skill to spam'
  • Cody
    Cody
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    crap like this just takes the fun out of the game. that's what the problem is. whether you consider it not-skilled, or you think its one of the hardest things to do in PvP, you have to agree it takes the fun out of the game. idk about actually being IN one, as i have yet to be in one(nor will i) but having to face these blobs or zergs... knowing you wont be able to stop them..... just why bother at that point? how is that kind of PvP fun? back during the first month of the game, before all this impulse spamming crap came along, and before people found all these grinds to hit max level in a matter of days, the PvP was freaking awesome. SO much fun. nowadays its nowhere near that. once the non-vet campaign gets the OP keep guard issues fixed, it will be the closest representation of what i mean. try it out in the future if you want to know what im talking about.
  • hamon
    hamon
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    hamon 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.

    yes the drawback with siege as the only effective ranged aoe only serves to exacerbate the problem. its very slow rate of fire and immobility render it virtually useless against zerg balls.
    this is why ive been calling for proper splash effects added to ranged skills. normally you have stuff like chain lightning, splintered arrows, fireballs with instant splash radius damage. warlocks or necros usually have some form of dots that infect within a radius, or mass fears even.
    these classic skills from other RPG's all served to punish blobbing for the idiotic tactic it is. even with AOE caps if enough of these moves are coming into a ball it dies. As it stands in ESO with the only meaningfull AOE being PB-AOE , it is hands down the worst game ive ever played for making BLOBBING the most easy way to operate in pvp.

    this is in danger of killing the game entirely imo

    make a new class exactly like bright wizards from warhammer and watch the blobbs spread out or be obliterated (only joking that would end up with everyone rolling bright wizzys) but give splash to already existing ranged moves that packs punch or remove aoe caps , otherwise theres gonna be nothing but blobs running around soon.

    Edited by hamon on August 12, 2014 12:38AM
  • hamon
    hamon
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    Columba wrote: »
    Lowbei wrote: »
    SoulScream wrote: »
    Lowbei wrote: »
    remove ae caps and the zergballs go away

    I really really doubt it. I think it's human nature to group up. I can't help but wonder if letting reflect abilities reflect aoe damage instead of just direct target would be the answer.

    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.

    ok name one game that had no aoe caps that had blobbing ruin pvp ?

  • pitdemon_ESO
    pitdemon_ESO
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    SoulScream wrote: »
    Players vs devs on the PTS with no caps, lets get it on!

    Honestly, putting a Test Campaign in the special events section would go a long way towards making sure things actually work before a patch goes live.

    I'm sure the wizards of the megaserver technology could figure out a way to go between campaigns without logging out of one client and into another
    The Grixxitt of Melek - Alfar Nightblade
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  • arnaldomoraleseb17_ESO
    hamon 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


    Yes... Right, so you think Zenimax should buff AoEs even more? xDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD.

    It's exactly what the game needs xD.

    The real problem is AoE spam, I wouldn't have problems to join in a zerg ball if the game was not about AoEs. I hate zerg balls because is only about run, immovable and spam 1 or 2 skills.

    I don't blame Zenimax for this. The fault really lies with the community, who loves to play with AoE Spam.

    The worst thing is that AoE spam is the main cause of lag there is now and there wasn't in the beta.
    Edited by arnaldomoraleseb17_ESO on August 12, 2014 11:10AM
    Debon Templar VR14 Thorn Blade (EU)
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  • Makkir
    Makkir
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    Columba wrote: »
    Seems the only things needed now are pulse and barrier for the chimps to win. lol

    Yeah I agree. Balled up players spamming pulse are very hard to hit with Siege.
    /sarcasm off

    Make sure your defense isn't clustered together...
  • Turelus
    Turelus
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    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.

    Pretty much this, I tend to just go the other way from the front lines now and go take keeps in the middle of nowhere just because I am tired of this stupid tactic which is boring to fight.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • Lava_Croft
    Lava_Croft
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    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
  • Columba
    Columba
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    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

    Seems you know not of which you babble. Many of us just leave out of boredom. Try again, pulse monkey.

  • dsalter
    dsalter
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    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.
    that speedy uppy buff thing stops slows. unstoppable stops negate, even then it'll only effect 6 people. heals already applies to everyone.
    PLEASE REPLY TO ME WITH @dsalter otherwise i'm likely to miss the reply if its not my own thread

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  • tinythinker
    tinythinker
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  • NorthernFury
    NorthernFury
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    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

    This. Light attack and Mage's Fury get me more kills than impulse ever has.

    Skadi Storm-Blade - VR14 Altmer Sorcerer
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  • Lava_Croft
    Lava_Croft
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    Columba wrote: »
    Try again, pulse monkey.
    Too bad I'm a healer that never runs with groups like this. I know this doesn't fit well with your strict idea of being either pro or con these pulse spamming groups, but you'll have to live with it.

  • Durham
    Durham
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    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]

    They might need tanks hmmm..







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  • Columba
    Columba
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    Lava_Croft wrote: »
    Columba wrote: »
    Try again, pulse monkey.
    Too bad I'm a healer that never runs with groups like this. I know this doesn't fit well with your strict idea of being either pro or con these pulse spamming groups, but you'll have to live with it.

    My assumptions were no worse than yours. Live with it.

  • Lava_Croft
    Lava_Croft
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    Columba wrote: »
    My assumptions were no worse than yours. Live with it.
    Imitation is the highest form of flattery.

    <3
  • SBR_QuorTek
    SBR_QuorTek
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    Just make it so only 4 can work per group, would do wonders and create diversity.
  • Ezareth
    Ezareth
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    My group of 8-10 people has wiped more 30-40 man zerg balls than I can count. All you need to do is apply a little bit of meat, a fire ballista, a negate and a couple people with AOE and coordinate so it hits them all at the same time. I've finish a kill quest in a couple of seconds wiping groups like this.

    Siege and negate don't have AOE caps so use them to your advantage. I've hit 27 people with a single meatbag before.

    Too many people come to these forums to complain about things they can't figure out how to beat. If you can't beat something, ask someone else how to beat it before coming here to complain about it.

    That said, personal AOE caps need to be increased at LEAST to 8, preferably 12.

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  • Columba
    Columba
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    Never said they couldn't be dealt with. Just don't find it fun that the std recipe is to impulse spam like chimps.
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