Also my thoughts exactly. Sadly, given the track record of changes so far, it is going to be exactly what they will be doing with 1.5.xI believe removal i]of AOE caps[/i is the worst thing ZOS could do at this point.
Removing AoE caps is a bad idea because damage scaling (up to the "we one shot everything no matter what you do") is exponential for groups.
No matter what kind of meta arguments you give on "proportionally less damage" and whatnot, the only thing this will do is reduce the size of the blob. It will make us go from a 50+ player bombtrain to a 10-15 player bomb train (with the same damage output).
No cap = 15 players pressing impulse once will kill 1 or 100 players inside their radius. As everybody just has to press once, spreading out doesn't help - they will just pressing the button a second time as soon as they reached the next couple of targets.
Removal of AoE caps will just make defense against a blob impossible but will not change feasibility of going the blob way. Then, the game will be called "he who blobs first wins" and not "he who blobs largest wins". Same *** game play.
Removing AoE caps is a bad idea because damage scaling (up to the "we one shot everything no matter what you do") is exponential for groups.
No matter what kind of meta arguments you give on "proportionally less damage" and whatnot, the only thing this will do is reduce the size of the blob. It will make us go from a 50+ player bombtrain to a 10-15 player bomb train (with the same damage output).
No cap = 15 players pressing impulse once will kill 1 or 100 players inside their radius. As everybody just has to press once, spreading out doesn't help - they will just pressing the button a second time as soon as they reached the next couple of targets.
Removal of AoE caps will just make defense against a blob impossible but will not change feasibility of going the blob way. Then, the game will be called "he who blobs first wins" and not "he who blobs largest wins". Same "UNFUN" (oh you are peeing me off with your swear word filters) game play.
The only "Maybe helpful" will be to remove target cap exclusively from ground targeted AoE that is not an ultimate. Have Lightning Splash & morphs, Spear Shards & morphs and Volley & morphs deal damage without target cap, reduce or at the very most retain current damage (so it's survivable) and give them the possibility to "block choke points" no matter the number of people going through there.
Removal of AOE caps simply makes the group with the most AOE the strongest group, and scales it with size. The bigger the group, the more area denial they can output. We will go from AOE blobs camping over breaches (like illustrated in a recent video) to AOE blobs literally never leaving the interior of a contested keep because nowhere inside the room is safe enough for anyone to enter, save a larger blob that has as much AOE (and even then it becomes a giant deathball on both sides til the last few remain standing, etc)
Here is a theoretical based on current in game meta/situation. The OP is from a guild called Alacrity, a guild ive seen utilize tremendous AOE damage in tight spaces and tight formations to wipe out much larger groups with what about 12-20 of them or so?
Now imagine that group without any AOE cap... you will literally double their power. That is the core of any zergball, a dedicated commed AOE bomb group. The zerg simply follows it everywhere. We get the same thing in TKO, I am sure No Mercy gets it, Hijinx, etc. The controlled methodical in a sea of chaos. And youre wanting to make that stronger?
Note that I am fully aware removal of aoe caps makes individuals and small groups stronger, but it also makes larger groups and full on zergs that much more powerful by scale. More = More.
The fantasy that it will break the zerging stacks up is speculation and a hope. Youre not going to get rid of the stackball, theres no counter to it viable enough to get people to stop, and a removal of AOE caps certainly wont do that. If anything youd just be making groups that do use it to extreme levels that much harder to actually take down (my own included).
I believe removal is the worst thing ZOS could do at this point. Lowering AOE damage in general should be the way forward.
Correct. There wouldn't be any competition for the blob. If "most of its members are hit" you either have an overwhelming superiority in numbers (you would have won anyways, no matter the target caps) or you would spread the damage so thin that it gets lost due to healing within the blob.frosth.darkomenb16_ESO wrote: »While the impulse will hit targets only 2 by 2, most of its members will be hit.
There wouldn't even be competition here.
Making an argument from a false assumption sadly makes the argument fail. Why should impulse be more or less suicide than anything else?frosth.darkomenb16_ESO wrote: »As impulse will be suicide, to one shot people the groups will need actual coordination and the use of ranged aoes.
Bla bla statistics. In the open field, a zerg train is easy to evade and not that much of a problem anyways. Whether you have target caps or not, fighting the blob in open terrain is relatively speaking easy.frosth.darkomenb16_ESO wrote: »Ranged aoes have a maximum radius of 6m (lightning flood) but usually are bellow (volley 5m, volcanic rune 3m).
These are very limited sizes. If you were to use them against 40 players in a 20m radius, you would hit only 3.6 targets in average for the 6m radius abilities.
Well, yes, that is what I said. Removing the target cap will just reduce the number of zerglings but change nothing for the tactics itself.xsorusb14_ESO wrote: »See there is a problem with that line of thinking
Unless you're specifically stacking past 6 people..you wouldn't notice the change to AOE caps.
15 Players will instantly kill 1 player today just as easily because there is no Cap keeping that 1 player from being hit by that impulse...However there is a magical cap saving 9 of the players from being hit by that 1 player with impulse.
If 100 players stack up and get impulsed to death by 15 players, I have zero problem with that....Because 100 players shouldn't of been stacking in the first place...
The main reason why removal of the cap is a bad idea is that this will not reduce the offensive potential of the zerg - opposite is true, it will increase it's offensive power. That means that the only consequence is that you will not be able to defend against a zerg because no matter how many people you bring in to fight it - they will kill you nonetheless.Maybe im really missing a point. Hey, it can happen, and it does happen! But currently i see well thought out post why the removal is good, and nothing from the cap defenders.
More = More isnt a good reply. :P More AoE damage is also more against those zergballs.
This is synonymous to @Rylana's idea to reduce AoE effectiveness in general and it would still be a target cap, even though a soft one. You come to a break even point where the amount of targets makes the AoE ineffective due to low individual damage.demonlkojipub19_ESO wrote: »2). Change to aoe abilities where their damage listed is split between the number of targets hit. If impulse can hit 1 target for 500, it will hit 6 targets a lower percent of of that, continually dropping per target added until it reaches a low limit.
I just realized that I never once mentioned "range" in the post you previously quoted, so your comment was superfluous in the first place anyways.frosth.darkomenb16_ESO wrote: »Range and radius is different.
For instance, grand healing has a 8m radius and a range of 28m.
Impulse as a radius of 8m but no range, lightning flood as a range of 28m and a radius of 6m.
All of this is true no matter whether you have AoE caps or not. So it isn't any kind of relevant to the discussion whether AoE cap removal is good or bad. Only exception is this:frosth.darkomenb16_ESO wrote: »Also, lightning flood does more damage per mana, and volcanic rune does more dps.
[...]A wall isn't very wide, but it is long enough to spread out too.
Quote shortened for brevity
And that is a moot point. If the large group reacts too slow to counter the small group, they would have died even with AoE caps or at least be reduced in numbers so that they are easier to deal with.frosth.darkomenb16_ESO wrote: »By spreading out, you may get more vulnerable to single target damage, but if you stack, you open yourself to X times that damage and potential OS wipes.
It is suicide, the stacking group will get killed by lesser numbers of lesser skill.
Even though this is not targeted at me: Frosth, please don't do this. It is derogatory and not really true. Just because @Rylana highlights a different aspect than the point you intend to make doesn't mean that (s)he doesn't understand.frosth.darkomenb16_ESO wrote: »I'm sorry if I offended you, it wasn't my aim, but from your responses it doesn't seem that you properly understand the subject of the discussion.
And this is plain contradictory. We were talking about increasing the mana-to-DPS-ratio for AoE to make Single Target damage more viable. Removing AoE caps does exactly the opposite for large groups of targets, thus further reducing single target viability in combatting large groups.frosth.darkomenb16_ESO wrote: »As a side note, I agree with you, the mana to dps ratio could be adjusted between aoes and single target abilities, but that's an entirely different discussion.
Reducing the effective use of aoes does reduce the gap, but it is a lucky side effect of removing target caps, not its main purpose.
I just realized that I never once mentioned "range" in the post you previously quoted, so your comment was superfluous in the first place anyways.frosth.darkomenb16_ESO wrote: »Range and radius is different.
For instance, grand healing has a 8m radius and a range of 28m.
Impulse as a radius of 8m but no range, lightning flood as a range of 28m and a radius of 6m.
Nonetheless, I am well aware of the differences between "range", "damage range" and "radius" and "radius of effect", so let's stop the discussion on wording right now.
All of this is true no matter whether you have AoE caps or not. So it isn't any kind of relevant to the discussion whether AoE cap removal is good or bad.frosth.darkomenb16_ESO wrote: »Also, lightning flood does more damage per mana, and volcanic rune does more dps.
[...]A wall isn't very wide, but it is long enough to spread out too.
Quote shortened for brevity
Only exception is this:And that is a moot point. If the large group reacts to slow to counter the small group, they would have died even with AoE caps or at least be reduced in numbers so that they are easier to deal with.frosth.darkomenb16_ESO wrote: »By spreading out, you may get more vulnerable to single target damage, but if you stack, you open yourself to X times that damage and potential OS wipes.
It is suicide, the stacking group will get killed by lesser numbers of lesser skill.
Again, what I said was that removal of the target cap will reduce the size of the zerg (from 50+ to 15+), without changing anything on the end result: It's still bombing only with smaller groups, just because it doesn't help your survivability to stack beyond the minimum for one-shot-kills.
All other arguments you put up are in place anyways, irrespective of target caps. Shuffle some numbers and you can say exactly the same about the current state of play.
Didn't we establish that deterrence is the wrong way to go at problems in the other thread? I'm kind of repeating myself, the way to go is not a punishment for blobbing, it is removal of the incentives to do so.frosth.darkomenb16_ESO wrote: »This isn't about negative incentive but about punishment.
There are currently no punishment for stacking.
Yes, on top of that, you get rewarded for it in the form of easier beneficial aoes.
But the reason that makes stacking so viable is the lack of damage.
Getting your entire group hit rather than only a tiny subset of it is a punishment.
I don't think you can argue against that.
Exactly (except for your fixation on impulse). For the reasons above: Yes, the zerg would be less effective in defending against AoE but it would still be as effective as before in defending against single target damage. As opposed to two advantages over spreading you only have one remaining but you still have one more than with spreading!frosth.darkomenb16_ESO wrote: »Let me get this straight:
You sincerely think that stacking and using impulse would remain a viable tactic if target caps get removed and that all it would cause is to lower the amount of people used in the tactic to the strict minimum to one shot people.
I'm sort of baffled by that.
You don't think that being a very visible and shinny group will attract fire?
You don't think that hitting only a few targets at a time while most of your group getd hit will create a damage disadvantage in your defavor?
You don't think that it would be preferable for such a bomb group to use any other abilities that are superior to impulse damage wise and in addition have range?
Even though this is not targeted at me: Frosth, please don't do this. It is derogatory and not really true. Just because @Rylana highlights a different aspect than the point you intend to make doesn't mean that (s)he doesn't understand.frosth.darkomenb16_ESO wrote: »I'm sorry if I offended you, it wasn't my aim, but from your responses it doesn't seem that you properly understand the subject of the discussion.
And this is plain contradictory. We were talking about increasing the mana-to-DPS-ratio for AoE to make Single Target damage more viable. Removing AoE caps does exactly the opposite for large groups of targets, thus further reducing single target viability in combatting large groups.frosth.darkomenb16_ESO wrote: »As a side note, I agree with you, the mana to dps ratio could be adjusted between aoes and single target abilities, but that's an entirely different discussion.
Reducing the effective use of aoes does reduce the gap, but it is a lucky side effect of removing target caps, not its main purpose.
This is synonymous to @Rylana's idea to reduce AoE effectiveness in general and it would still be a target cap, even though a soft one. You come to a break even point where the amount of targets makes the AoE ineffective due to low individual damage.demonlkojipub19_ESO wrote: »2). Change to aoe abilities where their damage listed is split between the number of targets hit. If impulse can hit 1 target for 500, it will hit 6 targets a lower percent of of that, continually dropping per target added until it reaches a low limit.
There could be the problem at some point that you just have to stack more people to have it still be effective but if the decline is steep enough (maybe linear: 1 target = 100%, two targets = 50% each, three targets = 33% each, etc.), there is a break even point that against a stack of 50 people with healing staying as is, AE doesn't make any sense because even with full server pop (200 players) you couldn't produce enough DPS to cancel out the HPS.
In the end it is the same as what we have now, only with different numbers.
No the better solution would be to change effectiveness of healing and stacking of shields. This will do much more in regards to zerg survivability than increasing the AoE damage. Have all Healing spells have a 3 target cap, all shields mutually exclusive and reduce overall damage output (AE as well as Single Target) so that TTK remains the same.
Then make it so that a player can only cast heals if he has no ultimate active. Make them do the hard choice: Can I cast barrier and be locked out of healing for 30 seconds? Can the others take up the drop? Will we survive if I cast that bat swarm now?
Reducing the healing capacity to a point where you need to have more healers and more shields available than players free for attacks while retaining the limitation of targets you can damage reduces the efficiency of a zerg to a point where it is more economic to go spread out and single target.
You can use it still in special situations: Flag defense being one example. You can sit there and be unkillable but also you can't kill the attackers. This way you can buy reinforcements time and you can do ONLY this. You can't roflstomp the attackers because that would make you vulnerable.
EDIT to answer Frosth:I just realized that I never once mentioned "range" in the post you previously quoted, so your comment was superfluous in the first place anyways.frosth.darkomenb16_ESO wrote: »Range and radius is different.
For instance, grand healing has a 8m radius and a range of 28m.
Impulse as a radius of 8m but no range, lightning flood as a range of 28m and a radius of 6m.
Nonetheless, I am well aware of the differences between "range", "damage range" and "radius" and "radius of effect", so let's stop the discussion on wording right now.All of this is true no matter whether you have AoE caps or not. So it isn't any kind of relevant to the discussion whether AoE cap removal is good or bad. Only exception is this:frosth.darkomenb16_ESO wrote: »Also, lightning flood does more damage per mana, and volcanic rune does more dps.
[...]A wall isn't very wide, but it is long enough to spread out too.
Quote shortened for brevityAnd that is a moot point. If the large group reacts too slow to counter the small group, they would have died even with AoE caps or at least be reduced in numbers so that they are easier to deal with.frosth.darkomenb16_ESO wrote: »By spreading out, you may get more vulnerable to single target damage, but if you stack, you open yourself to X times that damage and potential OS wipes.
It is suicide, the stacking group will get killed by lesser numbers of lesser skill.
Again, what I said was that removal of the target cap will reduce the size of the zerg (from 50+ to 15+), without changing anything on the end result: It's still bombing only with smaller groups, just because it doesn't help your survivability to stack beyond the minimum for one-shot-kills.
All other arguments you put up are in place anyways, irrespective of target caps. Shuffle some numbers and you can say exactly the same about the current state of play.