
Insurrektion wrote: »People forget that the blobs aren't to defeat aoe caps it's to spread buffs. Removal of aoe caps is not only going to make it impossible to actually take anything in the game, which will literally kill pvp, but it will also be an indirect nerf to aoe buffs, since gathering together to buff will be a huge risk to the group. These people just see lag from blobs and QQ their fingers off on these forums. More detrimental than lag would be a lagless server you can't even properly take objectives on.
Insurrektion wrote: »People forget that the blobs aren't to defeat aoe caps it's to spread buffs. Removal of aoe caps is not only going to make it impossible to actually take anything in the game, which will literally kill pvp, but it will also be an indirect nerf to aoe buffs, since gathering together to buff will be a huge risk to the group. These people just see lag from blobs and QQ their fingers off on these forums. More detrimental than lag would be a lagless server you can't even properly take objectives on.
But you forget that people also blob because they take less damage hiding in a cluster of 24+ players.
We can only hit 3-6 players with an AoE spell. So the more players standing on top of each other, the lesser chance of being hit by cc, debuffs or damage.
If you spread out in smaller groups, you always take dmg or get negative effects from AoE.
You're right about buffs, synergy and healing, requiring stacking of course. That also makes blobbing superior.
I dont want to remove AoE caps completely, I dont think the healing and the shielding in the game would be able to keep up with that much constants dmg. Would settle for more targets, something like 8-12 on normal AoE and maybe 14-16 on costly AoE Ultimates like Negate, Nova etc.
xsorusb14_ESO wrote: »I don't think people understand how powerful it is to basically have damage completely ignore targets past 6 people.
You think you'll still be able to stack up, You won't... Healing in this game will not keep up with the damage in this game if you stack and there is no cap... Hell you get hit with 1 Meatbag right now, and its almost enough to completely decimate a group if another group runs in and starts PBAEing as well.
So saying "well it'll just make these zerg balls much stronger" no....it won't... It'll make well played Groups stronger, But you'll see Zerg Balls spreading out far more.
xsorusb14_ESO wrote: »I don't think people understand how powerful it is to basically have damage completely ignore targets past 6 people.
You think you'll still be able to stack up, You won't... Healing in this game will not keep up with the damage in this game if you stack and there is no cap... Hell you get hit with 1 Meatbag right now, and its almost enough to completely decimate a group if another group runs in and starts PBAEing as well.
So saying "well it'll just make these zerg balls much stronger" no....it won't... It'll make well played Groups stronger, But you'll see Zerg Balls spreading out far more.
The vast majority of those "zerg balls" as people call them, arent even zerg balls anymore, they are commed and coordinated dual raid teams. Its not like on wabba where it was 12 jocks and 40 sniffers, its people actually following instructions and moving as a unit. Team A and team B, etc.
If you think 6 raid busters with a meatbag are going to have any more success vs a "zergball" like that then you are painfully mistaken. What will really happen is youll get close, the leader will call to bomb the flank and youll be vaporized before you even hit impulse/whatever twice.
xsorusb14_ESO wrote: »I don't think people understand how powerful it is to basically have damage completely ignore targets past 6 people.
You think you'll still be able to stack up, You won't... Healing in this game will not keep up with the damage in this game if you stack and there is no cap... Hell you get hit with 1 Meatbag right now, and its almost enough to completely decimate a group if another group runs in and starts PBAEing as well.
So saying "well it'll just make these zerg balls much stronger" no....it won't... It'll make well played Groups stronger, But you'll see Zerg Balls spreading out far more.
The vast majority of those "zerg balls" as people call them, arent even zerg balls anymore, they are commed and coordinated dual raid teams. Its not like on wabba where it was 12 jocks and 40 sniffers, its people actually following instructions and moving as a unit. Team A and team B, etc.
If you think 6 raid busters with a meatbag are going to have any more success vs a "zergball" like that then you are painfully mistaken. What will really happen is youll get close, the leader will call to bomb the flank and youll be vaporized before you even hit impulse/whatever twice.
ezareth_ESO wrote: »xsorusb14_ESO wrote: »I don't think people understand how powerful it is to basically have damage completely ignore targets past 6 people.
You think you'll still be able to stack up, You won't... Healing in this game will not keep up with the damage in this game if you stack and there is no cap... Hell you get hit with 1 Meatbag right now, and its almost enough to completely decimate a group if another group runs in and starts PBAEing as well.
So saying "well it'll just make these zerg balls much stronger" no....it won't... It'll make well played Groups stronger, But you'll see Zerg Balls spreading out far more.
The vast majority of those "zerg balls" as people call them, arent even zerg balls anymore, they are commed and coordinated dual raid teams. Its not like on wabba where it was 12 jocks and 40 sniffers, its people actually following instructions and moving as a unit. Team A and team B, etc.
If you think 6 raid busters with a meatbag are going to have any more success vs a "zergball" like that then you are painfully mistaken. What will really happen is youll get close, the leader will call to bomb the flank and youll be vaporized before you even hit impulse/whatever twice.
It is hubris like this that is the very reason they will wipe you. 6 people can coordinate a hell of a lot easier than 30. I've wiped raids like that with my group in seconds and good players too. Removal of AOE caps would just make it easier. You wouldn't see anything coming because it would be a charge coordinated from stealth and you'd have about 2 seconds of warning as they'd be charging as the meatbag was going up, the negate would hit and the first people would already be dead..refilling ults second negate..third etc.
ezareth_ESO wrote: »xsorusb14_ESO wrote: »I don't think people understand how powerful it is to basically have damage completely ignore targets past 6 people.
You think you'll still be able to stack up, You won't... Healing in this game will not keep up with the damage in this game if you stack and there is no cap... Hell you get hit with 1 Meatbag right now, and its almost enough to completely decimate a group if another group runs in and starts PBAEing as well.
So saying "well it'll just make these zerg balls much stronger" no....it won't... It'll make well played Groups stronger, But you'll see Zerg Balls spreading out far more.
The vast majority of those "zerg balls" as people call them, arent even zerg balls anymore, they are commed and coordinated dual raid teams. Its not like on wabba where it was 12 jocks and 40 sniffers, its people actually following instructions and moving as a unit. Team A and team B, etc.
If you think 6 raid busters with a meatbag are going to have any more success vs a "zergball" like that then you are painfully mistaken. What will really happen is youll get close, the leader will call to bomb the flank and youll be vaporized before you even hit impulse/whatever twice.
It is hubris like this that is the very reason they will wipe you. 6 people can coordinate a hell of a lot easier than 30. I've wiped raids like that with my group in seconds and good players too. Removal of AOE caps would just make it easier. You wouldn't see anything coming because it would be a charge coordinated from stealth and you'd have about 2 seconds of warning as they'd be charging as the meatbag was going up, the negate would hit and the first people would already be dead..refilling ults second negate..third etc.
Youre gonna get the jump? That is your whole gameplan? PROTIP - large groups can stack tight and stealth too.
Meat bags work best on players funneled into constrained spaces, like a hole in a keep wall, and have the advantage of long range.xsorusb14_ESO wrote: »I don't think people understand how powerful it is to basically have damage completely ignore targets past 6 people.
You think you'll still be able to stack up, You won't... Healing in this game will not keep up with the damage in this game if you stack and there is no cap... Hell you get hit with 1 Meatbag right now, and its almost enough to completely decimate a group if another group runs in and starts PBAEing as well.
So saying "well it'll just make these zerg balls much stronger" no....it won't... It'll make well played Groups stronger, But you'll see Zerg Balls spreading out far more.
This is certainly a very very complex issue. The more we can hash it out the better.
There are two things that MUST be considered in tandem by ZOS for any aoe cap increase or release.
1. Ultimate gains. - already mentioned
2. Frag shield - Right now a single 6 target hit returns 36 hits. I can't even fathom the dps from open caps. Since it also shields damage it may become so powerful as to reassemble the blob.
xsorusb14_ESO wrote: »This is certainly a very very complex issue. The more we can hash it out the better.
There are two things that MUST be considered in tandem by ZOS for any aoe cap increase or release.
1. Ultimate gains. - already mentioned
2. Frag shield - Right now a single 6 target hit returns 36 hits. I can't even fathom the dps from open caps. Since it also shields damage it may become so powerful as to reassemble the blob.
a Blob wouldn't stand a better chance at Frag Shield either...Sure they could use Frag Shield like any other group, but you don't wanna run into a large group and stack and get hit with frag shield yourself.

Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »I don't think people understand how powerful it is to basically have damage completely ignore targets past 6 people.
You think you'll still be able to stack up, You won't... Healing in this game will not keep up with the damage in this game if you stack and there is no cap... Hell you get hit with 1 Meatbag right now, and its almost enough to completely decimate a group if another group runs in and starts PBAEing as well.
So saying "well it'll just make these zerg balls much stronger" no....it won't... It'll make well played Groups stronger, But you'll see Zerg Balls spreading out far more.
The vast majority of those "zerg balls" as people call them, arent even zerg balls anymore, they are commed and coordinated dual raid teams. Its not like on wabba where it was 12 jocks and 40 sniffers, its people actually following instructions and moving as a unit. Team A and team B, etc.
If you think 6 raid busters with a meatbag are going to have any more success vs a "zergball" like that then you are painfully mistaken. What will really happen is youll get close, the leader will call to bomb the flank and youll be vaporized before you even hit impulse/whatever twice.
Wait... you think because they're coordinated they're some how not zerg balls anymore?
Are you stacking up on top of your buddies and casting what basically amounts to impulse and frag shield with the occasional heals and barrier? If so, you're zerg balling.
I can safely say every single "Group" i've fought has resulted to that tactic 9/10.
Actually let me go on and put this out there..
I've not seen a 12 man or great in this game not zerg ball yet.
you all pretty much do the exact same tactic...
tankqullb16_ESO wrote: »beeing aoed from range doesent help your singeltarget blob to survive ...
A 12 man is a zerg ball now? Wut O.o
xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »I don't think people understand how powerful it is to basically have damage completely ignore targets past 6 people.
You think you'll still be able to stack up, You won't... Healing in this game will not keep up with the damage in this game if you stack and there is no cap... Hell you get hit with 1 Meatbag right now, and its almost enough to completely decimate a group if another group runs in and starts PBAEing as well.
So saying "well it'll just make these zerg balls much stronger" no....it won't... It'll make well played Groups stronger, But you'll see Zerg Balls spreading out far more.
The vast majority of those "zerg balls" as people call them, arent even zerg balls anymore, they are commed and coordinated dual raid teams. Its not like on wabba where it was 12 jocks and 40 sniffers, its people actually following instructions and moving as a unit. Team A and team B, etc.
If you think 6 raid busters with a meatbag are going to have any more success vs a "zergball" like that then you are painfully mistaken. What will really happen is youll get close, the leader will call to bomb the flank and youll be vaporized before you even hit impulse/whatever twice.
Wait... you think because they're coordinated they're some how not zerg balls anymore?
Are you stacking up on top of your buddies and casting what basically amounts to impulse and frag shield with the occasional heals and barrier? If so, you're zerg balling.
I can safely say every single "Group" i've fought has resulted to that tactic 9/10.
Actually let me go on and put this out there..
I've not seen a 12 man or great in this game not zerg ball yet.
you all pretty much do the exact same tactic...
A 12 man is a zerg ball now? Wut O.o
And to the guy who thinks putting a pvp heal debuff is a good idea.... wow... just wow. No. No. No. Learn2HealDebuff. Probably one of the biggest mistakes every was SWTOR creating that heal debuff, thats basically when the game had a mass exodus. And did you notice they basically buffed the ef out of healing in other ways patches later to compensate? They gave healers new abilities that added survivability/mobility/free heals.... what a coincidence O.o . People complained and didn't know how to coordinate dps/debuffs and thus they complained and so you had SWTOR pitiful excuse for healing.
xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »I don't think people understand how powerful it is to basically have damage completely ignore targets past 6 people.
You think you'll still be able to stack up, You won't... Healing in this game will not keep up with the damage in this game if you stack and there is no cap... Hell you get hit with 1 Meatbag right now, and its almost enough to completely decimate a group if another group runs in and starts PBAEing as well.
So saying "well it'll just make these zerg balls much stronger" no....it won't... It'll make well played Groups stronger, But you'll see Zerg Balls spreading out far more.
The vast majority of those "zerg balls" as people call them, arent even zerg balls anymore, they are commed and coordinated dual raid teams. Its not like on wabba where it was 12 jocks and 40 sniffers, its people actually following instructions and moving as a unit. Team A and team B, etc.
If you think 6 raid busters with a meatbag are going to have any more success vs a "zergball" like that then you are painfully mistaken. What will really happen is youll get close, the leader will call to bomb the flank and youll be vaporized before you even hit impulse/whatever twice.
Wait... you think because they're coordinated they're some how not zerg balls anymore?
Are you stacking up on top of your buddies and casting what basically amounts to impulse and frag shield with the occasional heals and barrier? If so, you're zerg balling.
I can safely say every single "Group" i've fought has resulted to that tactic 9/10.
Actually let me go on and put this out there..
I've not seen a 12 man or great in this game not zerg ball yet.
you all pretty much do the exact same tactic...
A 12 man is a zerg ball now? Wut O.o
And to the guy who thinks putting a pvp heal debuff is a good idea.... wow... just wow. No. No. No. Learn2HealDebuff. Probably one of the biggest mistakes every was SWTOR creating that heal debuff, thats basically when the game had a mass exodus. And did you notice they basically buffed the ef out of healing in other ways patches later to compensate? They gave healers new abilities that added survivability/mobility/free heals.... what a coincidence O.o . People complained and didn't know how to coordinate dps/debuffs and thus they complained and so you had SWTOR pitiful excuse for healing.
Did they add a healing debuff to SWTOR that i don't know about? i know certain classes had the healing debuff, but I don't recall them just flat out reducing healing in that game.
Also having played a Pyro Powertech in that game, I laughed everytime someone complained healing in that game was over the top.
one of the guilds I ran in that game basically just ran 4 of us on Pyro Powertechs, there was nothing in the game that could heal you, or save you from that burst..and it was all instant and repeatable.
xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »I don't think people understand how powerful it is to basically have damage completely ignore targets past 6 people.
You think you'll still be able to stack up, You won't... Healing in this game will not keep up with the damage in this game if you stack and there is no cap... Hell you get hit with 1 Meatbag right now, and its almost enough to completely decimate a group if another group runs in and starts PBAEing as well.
So saying "well it'll just make these zerg balls much stronger" no....it won't... It'll make well played Groups stronger, But you'll see Zerg Balls spreading out far more.
The vast majority of those "zerg balls" as people call them, arent even zerg balls anymore, they are commed and coordinated dual raid teams. Its not like on wabba where it was 12 jocks and 40 sniffers, its people actually following instructions and moving as a unit. Team A and team B, etc.
If you think 6 raid busters with a meatbag are going to have any more success vs a "zergball" like that then you are painfully mistaken. What will really happen is youll get close, the leader will call to bomb the flank and youll be vaporized before you even hit impulse/whatever twice.
Wait... you think because they're coordinated they're some how not zerg balls anymore?
Are you stacking up on top of your buddies and casting what basically amounts to impulse and frag shield with the occasional heals and barrier? If so, you're zerg balling.
I can safely say every single "Group" i've fought has resulted to that tactic 9/10.
Actually let me go on and put this out there..
I've not seen a 12 man or great in this game not zerg ball yet.
you all pretty much do the exact same tactic...
A 12 man is a zerg ball now? Wut O.o
And to the guy who thinks putting a pvp heal debuff is a good idea.... wow... just wow. No. No. No. Learn2HealDebuff. Probably one of the biggest mistakes every was SWTOR creating that heal debuff, thats basically when the game had a mass exodus. And did you notice they basically buffed the ef out of healing in other ways patches later to compensate? They gave healers new abilities that added survivability/mobility/free heals.... what a coincidence O.o . People complained and didn't know how to coordinate dps/debuffs and thus they complained and so you had SWTOR pitiful excuse for healing.
Did they add a healing debuff to SWTOR that i don't know about? i know certain classes had the healing debuff, but I don't recall them just flat out reducing healing in that game.
Also having played a Pyro Powertech in that game, I laughed everytime someone complained healing in that game was over the top.
one of the guilds I ran in that game basically just ran 4 of us on Pyro Powertechs, there was nothing in the game that could heal you, or save you from that burst..and it was all instant and repeatable.
Yes so originally some classes had heal debuffs, but they also introduced a "pvp debuff" that basically made all healing about 40% (forget the exact number, but it was pretty big) less powerful. You always had it on you in PvP
xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »I don't think people understand how powerful it is to basically have damage completely ignore targets past 6 people.
You think you'll still be able to stack up, You won't... Healing in this game will not keep up with the damage in this game if you stack and there is no cap... Hell you get hit with 1 Meatbag right now, and its almost enough to completely decimate a group if another group runs in and starts PBAEing as well.
So saying "well it'll just make these zerg balls much stronger" no....it won't... It'll make well played Groups stronger, But you'll see Zerg Balls spreading out far more.
The vast majority of those "zerg balls" as people call them, arent even zerg balls anymore, they are commed and coordinated dual raid teams. Its not like on wabba where it was 12 jocks and 40 sniffers, its people actually following instructions and moving as a unit. Team A and team B, etc.
If you think 6 raid busters with a meatbag are going to have any more success vs a "zergball" like that then you are painfully mistaken. What will really happen is youll get close, the leader will call to bomb the flank and youll be vaporized before you even hit impulse/whatever twice.
Wait... you think because they're coordinated they're some how not zerg balls anymore?
Are you stacking up on top of your buddies and casting what basically amounts to impulse and frag shield with the occasional heals and barrier? If so, you're zerg balling.
I can safely say every single "Group" i've fought has resulted to that tactic 9/10.
Actually let me go on and put this out there..
I've not seen a 12 man or great in this game not zerg ball yet.
you all pretty much do the exact same tactic...
A 12 man is a zerg ball now? Wut O.o
And to the guy who thinks putting a pvp heal debuff is a good idea.... wow... just wow. No. No. No. Learn2HealDebuff. Probably one of the biggest mistakes every was SWTOR creating that heal debuff, thats basically when the game had a mass exodus. And did you notice they basically buffed the ef out of healing in other ways patches later to compensate? They gave healers new abilities that added survivability/mobility/free heals.... what a coincidence O.o . People complained and didn't know how to coordinate dps/debuffs and thus they complained and so you had SWTOR pitiful excuse for healing.
Did they add a healing debuff to SWTOR that i don't know about? i know certain classes had the healing debuff, but I don't recall them just flat out reducing healing in that game.
Also having played a Pyro Powertech in that game, I laughed everytime someone complained healing in that game was over the top.
one of the guilds I ran in that game basically just ran 4 of us on Pyro Powertechs, there was nothing in the game that could heal you, or save you from that burst..and it was all instant and repeatable.
Yes so originally some classes had heal debuffs, but they also introduced a "pvp debuff" that basically made all healing about 40% (forget the exact number, but it was pretty big) less powerful. You always had it on you in PvP
Hmm...i honestly don't remember that... granted its been a long while since i pvped in that game
xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »I don't think people understand how powerful it is to basically have damage completely ignore targets past 6 people.
You think you'll still be able to stack up, You won't... Healing in this game will not keep up with the damage in this game if you stack and there is no cap... Hell you get hit with 1 Meatbag right now, and its almost enough to completely decimate a group if another group runs in and starts PBAEing as well.
So saying "well it'll just make these zerg balls much stronger" no....it won't... It'll make well played Groups stronger, But you'll see Zerg Balls spreading out far more.
The vast majority of those "zerg balls" as people call them, arent even zerg balls anymore, they are commed and coordinated dual raid teams. Its not like on wabba where it was 12 jocks and 40 sniffers, its people actually following instructions and moving as a unit. Team A and team B, etc.
If you think 6 raid busters with a meatbag are going to have any more success vs a "zergball" like that then you are painfully mistaken. What will really happen is youll get close, the leader will call to bomb the flank and youll be vaporized before you even hit impulse/whatever twice.
Wait... you think because they're coordinated they're some how not zerg balls anymore?
Are you stacking up on top of your buddies and casting what basically amounts to impulse and frag shield with the occasional heals and barrier? If so, you're zerg balling.
I can safely say every single "Group" i've fought has resulted to that tactic 9/10.
Actually let me go on and put this out there..
I've not seen a 12 man or great in this game not zerg ball yet.
you all pretty much do the exact same tactic...
A 12 man is a zerg ball now? Wut O.o
And to the guy who thinks putting a pvp heal debuff is a good idea.... wow... just wow. No. No. No. Learn2HealDebuff. Probably one of the biggest mistakes every was SWTOR creating that heal debuff, thats basically when the game had a mass exodus. And did you notice they basically buffed the ef out of healing in other ways patches later to compensate? They gave healers new abilities that added survivability/mobility/free heals.... what a coincidence O.o . People complained and didn't know how to coordinate dps/debuffs and thus they complained and so you had SWTOR pitiful excuse for healing.
Did they add a healing debuff to SWTOR that i don't know about? i know certain classes had the healing debuff, but I don't recall them just flat out reducing healing in that game.
Also having played a Pyro Powertech in that game, I laughed everytime someone complained healing in that game was over the top.
one of the guilds I ran in that game basically just ran 4 of us on Pyro Powertechs, there was nothing in the game that could heal you, or save you from that burst..and it was all instant and repeatable.
Yes so originally some classes had heal debuffs, but they also introduced a "pvp debuff" that basically made all healing about 40% (forget the exact number, but it was pretty big) less powerful. You always had it on you in PvP
Hmm...i honestly don't remember that... granted its been a long while since i pvped in that game
I was a healer so I was very very well aware of it :P they called it trauma basically it was always on you in a warzone or if you got in combat in open world with an enemy player http://www.torhead.com/ability/ascyK3i/trauma-pvp