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A word of Caution on AOE Caps

  • demonlkojipub19_ESO
    demonlkojipub19_ESO
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    so make the base costs of significant AOE damage abilities much greater. im up for 1000 base cost to impulse.
  • Keron
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    It baffles me that people think stacking groups will be stronger because they can hit more people and they'll not have a problem with no aoe caps. It's like people seriously think you'll be able to stand in one spot and survive by healing. The only reason these groups are able to survive right now is the damage mitigation you get from stacking, the healing in this game isn't remotely powerful enough to stand up to the aoe damage even a small group would be able to put out
    This is not what I am saying. All I am saying is that removing the AoE cap will not remove all reasons to stack your group and it is a twofold change: It will also give the zerg (or "stacked group") more power.

    Please read again what I have written with a more open mind.
    I don't see lowering the effectiveness of heals preventing zerging. They aren't zerging you with heals, its the damage. You put a cap on healing spells then theres no way you can heal through the zerg. The zerg will be fine, the others will not. It's just heading in a new but still wrong direction.
    I have the feeling I am completely misunderstood, again.

    In fact, the zerg DOES kill you with healing. He kills you with healing because not a single member of the zerg can be removed from the equation thus making it sustain its damage output longer than the non-zerg.

    There isn't a way to heal through the zerg for any non-zerg anyways, no matter if or if not you have caps on healing.

    In order to fight the zerg with the zerg you don't need to remove AoE damage caps - that works already fine! The only difference with removed caps will be "who pressed impulse first" instead of "who has more impulse" but you still will fight zerg vs. zerg.
    Edited by Keron on September 5, 2014 1:22PM
  • Mitharus
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    Keron wrote: »
    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.

    What about damage based on target radius?

    Meaning, you stand in the center of the radius, you're hit for 100% of the damage, but if you, you know, move out of the way, then the damage is reduced (I don't know... say 25% at the outer edge?).

    If it's feasible for them to even figure out the location of the player in the target radius.

    -M
  • Armitas
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    Later when this is worked out we still need to address the other elephant in the room...Server stability, lag, and the added calculations due to open aoe caps. But we need to finish this first.

    Lets say it's true that the output of healing while stacking is less than the output of aoe stacking. Is this still the case if you consider heal stacking and defensive stacking? Siege shield, Negate, Purge, Bone Surge, Ash Cloud, Veil of blades, igneous shield etc. If one person can put a 60% moral bubble and 18 spell damage like bone surge on the entire group every 4 seconds it seems like just that added with heal stacking would easily overwhelm any fear of open caped AOE.
    Edited by Armitas on September 5, 2014 1:51PM
    Retired.
    Nord mDK
  • Keron
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    Armitas wrote: »
    If it is true that the output of healing while stacking is less than the output of aoe stacking then is still true considering the benefits of defensive stacking? Siege shield, Negate, Purge, Bone Surge, Ash Cloud, Veil of blades etc.
    Furthermore, is it even relevant that heal stacking has less output than damage stacking? In the end this only changes the optimum distribution between healers and damage dealers.

    Armitas wrote: »
    Later when this is worked out we still need to address the other elephant in the room...Server stability, lag, and the added calculations due to open aoe caps. But we need to finish this first.
    Which is the more relevant thing anyways. Currently, the best tactics to regain a scroll is to force server crash by constantly increasing numbers while spamming high server load spells like healing springs.

    If done at the keep the scroll is secured, you have a 8 in 10 chance that after crash your scroll is back home. UNFUN!
    Edited by Keron on September 5, 2014 1:47PM
  • frosth.darkomenb16_ESO
    frosth.darkomenb16_ESO
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    Keron wrote: »
    The main incentive to blobbing isn't because it gives you more damage output. The main incentive is - and I think all of us can agree on that - that blobbing makes you invulnerable.

    Agreed.

    I get where you were getting at about "incentives" being better to obtain desired behaviors, and we agree that it is. But in this case, I don't think it is the same discussion. The introduction of target caps wasn't an added incentive but the removal of a natural drawback to stacking.

    I see the removal of the caps more as a return to the "natural order".
    Aoes being a damocles sword encouraging to spread out.

    Keron wrote: »
    Removal of AoE caps may in certain circumstances punish you for blobbing but this punishment is alleviated by a much increased efficiency damage wise.
    Well, the only circumstances where it will punish a group is when they are physically stacking. In most cases, a removal of the target cap will have little consequences.

    While it is an argument I have used myself, the increased efficiency of damage doesn't entirely compensate for being a smaller group.
    The larger group still is a flat increase of damage output and has a higher effective hp and resource regeneration.
    There is just a better balance between risk and reward as more players mean more damage taken.
    Going above 15 players is still more desirable than being only 15.
    But once a group has reached the tipping point of one shotting, it can start attempting to "bomb" other groups and enjoy success or defeat through their skill rather than numbers alone.
    Keron wrote: »
    Zerg still gives you the best survivability because healing is still encouraging blobbing.

    Not really. Being in a larger spread out group is beneficiary for individual survival, as you have several lines to go back to and get healed. Damage is also spread around more and is perhaps more random or more focused rather than being equal.

    But for a larger stacking group, admiting all get hit by both damage and beneficial abilities, the dps abilities outweight the beneficial abilities both in speed and/or sustainability. Even if the entire group was barrier stacking.

    ESO is designed so you cannot "tank" damage, you need to avoid it.
    I won't post statistics here, but check online or on esohead, and you'll see the trend.

    This is why spreading out would have a higher survivability than stacking.
    Instead of having 50% dodge chances because you are stacked, you'd have 50% dodge chance because your group is in an area twice the size of an aoe. And any larger would increase that, with additional active attempts at dodging.

    Healing abilities are "smart" and most have 28m range. Even grand healing.
    Buff abilities also have larger areas than aoe. 10m is the maximum radius of offensive abilitites (batswarm) while it is the minimum for buffs.
    So there again, spreading out has an advantage for survavibility.
    Keron wrote: »
    It does nothing to prevent you from annihilating enemies before they can stop your zerg.

    Stopping isn't the purpose, removing the invulnerability is.
    If a group of 10 gets faced with a group of 50, if they manage to take down at least a handfull of the 50, then they have contributed to slow down the zerg.
    This is an attrition war.

    And better groups will be able to have a better ratio.
    When noobs will get wiped before reacting, uber leet pros could wipe out the 50 with only 10. You get a skill progression curve.
    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!

    But by stacking, your entire group gets hit by an aoe doing nearly as much damage as a single target ability.

    Even by nerfing the damage ratio by 4, as you suggested, stacking would still be taking more damage than single target abilities.

    10 people stacking facing equal number would receive overall:
    For aoes: 10 stackers x10 attackers x 25 damage = 2500dmg
    for single: 10 attackers x 100 damage = 1000dmg

    Perhaps with such a nerf, healing would have a good enough resource per hp ratio to sustain the damage if the groups weren't able to one shot each other. However, it wouldn't be able to outheal burst damage strong enough to one shot or double shot.

    Even if everyone were to pop a barrier ultimate, it gives non protected hit points.
    That's around 600hp for 250ultimate, which would be canceled by dawbreaker for 125 ultimate. Or simply two normal aoe attacks.

    In short, healing/buffing aren't a reason to stack, but tools to extend the life span of the group in the event you are forced to stack.
    For instance, rushing through a door, or clearing a wall.

    In my opinion, this is a good thing. Spreading out and fighting over multiple rotating lines (melee, ranged, healers) with a proper line of skrimmage is a much more interesting form of gameplay.
    It also encourages more active gameplay: active dodging, active repositioning, active healing and leaders having an actual purpose rather than being just a waypoint on the map.
  • frosth.darkomenb16_ESO
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    Armitas wrote: »
    Later when this is worked out we still need to address the other elephant in the room...Server stability, lag, and the added calculations due to open aoe caps. But we need to finish this first.
    The truth is, as Keron pointed out indirectly with healing springs, the target caps are actually cause for lags far more than uncapped aoes.

    To explain in short, if you take healing spring, you have for one cast at least 3ticks that need to look at their entire target list, sort it in order of health remaining, then pick the 6 lowest and do the modification.

    Sorting is a very slow operation usually, and the longer the list of potential target is, the slower it gets. (linearly)
    Also, if you want correct results, which I don't know if ESo tries to do, you need to lock the state of each character in the target list during the time you sort and pick them so that their state is the same and they are still the proper targets at the resolution of the spell effect.

    And that's just a small 8m radius spell, imagine the templar abilities or healing ward, both having a 28m radius and that much more potential targets to look through.

    Then you have normal damage spells, and it has been hinted that there was potential a notion of "closest to impact" implemented.
    Imagine sorting a list, but this time having to do a small distance calculation at each moves until you get the 6 closest?

    And imagine all that in a context that encourages to stack as many people as possible in the same physical space, and with the main offensive ability being impulse.

    You end up having to constantly deal with pretty potential target lists many times a second, each being "locked" while getting processed for correctness.
    Even without a lock, it is far more calculation and latency than simply picking all the potential targets and applying an effect.

    Not to mention that without the caps, that potential list would never be as high as we are seeing now.

    TL;DR: Target caps are a cause of server lag, removing them would improve performances.
    Armitas wrote: »
    Lets say it's true that the output of healing while stacking is less than the output of aoe stacking. Is this still the case if you consider heal stacking and defensive stacking? Siege shield, Negate, Purge, Bone Surge, Ash Cloud, Veil of blades, igneous shield etc. If one person can put a 60% moral bubble and 18 spell damage like bone surge on the entire group every 4 seconds it seems like just that added with heal stacking would easily overwhelm any fear of open caped AOE.

    Well, it is true for now.
    Damage mitigation is hard capped at 50%. Meaning that no matter how many buffs you stack, you can't avoid more than 50% damage.
    And that mitigation isn't applied to shields like barrier or any other "wards".

    In the current state, all heals give back less hp for much more mana than damage abilities. They also come in much slower by either having a cast time or simply requiring more casts to be equivalent to damage abilities.

    If a stacking group is facing anywhere close to their numbers, even going all to healing mode, it wouldn't suffice to hold on.
    So nope, healing/buffing with the current numbers will not be enough to be a reason to continue stacking.

    But the good thing is, it will get buffed by spreading out, as the average target hit would be lower than the current guaranteed 6, the smart healing mechanism will have an easier time keeping up with the incoming damage.
    It should give slower pace to battles and have that iconic feel of armies fighting.
  • Armitas
    Armitas
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    Keron wrote: »
    Armitas wrote: »
    Later when this is worked out we still need to address the other elephant in the room...Server stability, lag, and the added calculations due to open aoe caps. But we need to finish this first.
    Which is the more relevant thing anyways. Currently, the best tactics to regain a scroll is to force server crash by constantly increasing numbers while spamming high server load spells like healing springs.

    If done at the keep the scroll is secured, you have a 8 in 10 chance that after crash your scroll is back home. UNFUN!


    Ok now I'm really concerned.
    Edited by Armitas on September 5, 2014 2:16PM
    Retired.
    Nord mDK
  • Keron
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    The introduction of target caps wasn't an added incentive but the removal of a natural drawback to stacking.
    I know. The "incentive" I am referring to is that fact that blobbing (or stacking) makes you invulnerable with shield stacking and healing. Removing this incentive by adjusting healing is what I'm aiming at.

    While it is an argument I have used myself, the increased efficiency of damage doesn't entirely compensate for being a smaller group.
    The larger group still is a flat increase of damage output and has a higher effective hp and resource regeneration.
    There is just a better balance between risk and reward as more players mean more damage taken.
    Going above 15 players is still more desirable than being only 15.
    But once a group has reached the tipping point of one shotting, it can start attempting to "bomb" other groups and enjoy success or defeat through their skill rather than numbers alone.
    Which is all of the point I want to make. The stacks will be smaller but there are still enough incentives to stack to make it a preferable concept. The nuisance caused by ten+ 15-player-stacks is no less than the nuisance caused by two or three 50-player-stacks - quite the opposite.

    This is why spreading out would have a higher survivability than stacking.
    Instead of having 50% dodge chances because you are stacked, you'd have 50% dodge chance because your group is in an area twice the size of an aoe. And any larger would increase that, with additional active attempts at dodging.

    Healing abilities are "smart" and most have 28m range. Even grand healing.
    Buff abilities also have larger areas than aoe. 10m is the maximum radius of offensive abilitites (batswarm) while it is the minimum for buffs.
    So there again, spreading out has an advantage for survavibility.
    I don't dispute that individual survivability is higher with spreading out. This is the case irrespective of AoE caps because AoE is never the right choice for a solitary target (well, it actually may be because end game players are not really resource capped anymore in the current state of the game).

    I DO dispute the claim that the attack as a whole has a higher survivability with spread out attackers in the sense of successfully achieving a target for your faction (capturing the enemy keep).

    While Grand Healing and morphs does have a 28m range, it only has an 8m radius of effect. Regeneration has a high range of effect (28m) but will heal only 3 targets and will provide less HPS even with the rapid regeneration morph thus making it less efficient in combat situations in regard to keeping your target alive.

    Grand Healing and Blessing of Protection provide sufficient HPS but can only be used efficiently if the targets are stacked. I have little personal experience with templar heals (except for being on the receiving end), but as far as I know they are much more Magicka intensive and therefore less sustainable than Resto heals.

    Stopping isn't the purpose, removing the invulnerability is.
    Finally we agree on something. Now we only have to find the right compromise in how to achieve it.


    In regards to the rest of your post: It seems that one of the issues we have in understanding each other is a different definition of zerg.

    I want to find a solution that makes stacking 5 people as infeasible as stacking 100. I want that a small group of 5 (or 10) highly skilled and coordinated players needs to use some other tactic then stack - heal - bomb. Because this small group will roflstomp entire keeps if the AoE cap is removed.

    It seems to me that what you want to achieve is that the 50+ player bombtrain ceases to exist while still having the possibility to use this exact stacking and bombing mechanic with just 5 or 10 players. And yes, this is exactly what will be achieved if you remove AoE caps. The problem is: It will improve game experience only for those who are part of one said highly skilled and coordinated 5 to 10 player guild group. All others gain nothing.

    The truth is, as Keron pointed out indirectly with healing springs, the target caps are actually cause for lags far more than uncapped aoes.

    To explain in short, if you take healing spring, you have for one cast at least 3ticks that need to look at their entire target list, sort it in order of health remaining, then pick the 6 lowest and do the modification.
    I am pretty sure that I get all three ticks of healing springs once I have been identified as the target for the first tick. But okay, maybe I'm wrong on this and this is what makes healing springs kill servers.
    Edited by Keron on September 5, 2014 2:40PM
  • Armitas
    Armitas
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    Armitas wrote: »
    Lets say it's true that the output of healing while stacking is less than the output of aoe stacking. Is this still the case if you consider heal stacking and defensive stacking? Siege shield, Negate, Purge, Bone Surge, Ash Cloud, Veil of blades, igneous shield etc. If one person can put a 60% moral bubble and 18 spell damage like bone surge on the entire group every 4 seconds it seems like just that added with heal stacking would easily overwhelm any fear of open caped AOE.

    Well, it is true for now.
    Damage mitigation is hard capped at 50%. Meaning that no matter how many buffs you stack, you can't avoid more than 50% damage.
    And that mitigation isn't applied to shields like barrier or any other "wards".

    In the current state, all heals give back less hp for much more mana than damage abilities. They also come in much slower by either having a cast time or simply requiring more casts to be equivalent to damage abilities.

    If a stacking group is facing anywhere close to their numbers, even going all to healing mode, it wouldn't suffice to hold on.
    So nope, healing/buffing with the current numbers will not be enough to be a reason to continue stacking.

    But the good thing is, it will get buffed by spreading out, as the average target hit would be lower than the current guaranteed 6, the smart healing mechanism will have an easier time keeping up with the incoming damage.
    It should give slower pace to battles and have that iconic feel of armies fighting.

    Who would win, a blob with heal stacking and defense stacking, or a spread out zerg with no heal stacking, or defense stacking?

    Group A who likes to blob has...
    *Focused Single target dps due to visibility
    *Collimated AOE uncapped dps
    *Maximized healing
    *Maximized defenses

    Group B who likes to spread out has
    *Unfocused Single target dps due to player obstruction
    *Non Collimate AOE upcapped dps
    *Less internal healing
    *Less internal Defense

    Single target fight.
    A single target pew pew fight begins between Group A and Group B.
    Both of them have equal Single target dps, however Group A has significantly better healing and defenses. Group A is more likely to win.

    AOE Fight.
    Group A pushes the Right Flank of Group B.
    Group B has less dpsers in that flank than group A has in their blob. Group A is able to focus fire all of Flank B while group B is split between the the unfocused single target dps of Left flank and the PBAOE of right flank. Group A still has better healing and defenses than either the right flank or the entirety of Group B. Group A is more likely to win because their dps is more focused and they are greater in healing and defensive capacity.

    Reverse AOE Fight.
    Because Group B does not like to blob, they send Right Flank into Group A.
    Group B's dps is split between the PBAOE of Right Flank and unfocused Single target dps of Left Flank. Group A's DPS is entirely focused on the Smaller Right Flank. Group A has greater internal healing and Defenses than Right Flank has. Group A is more likely to defeat Right Flank.

    Does anyone recall what the magicka return of healing springs is per player and if it occurs per tick? Also I thought healing springs was locked on as well but I have never deliberately payed attention to it.
    Edited by Armitas on September 5, 2014 2:55PM
    Retired.
    Nord mDK
  • james_vestbergb16_ESO
    Rylana wrote: »
    Rylana 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.

    Ezareth is indeed correct. Also Rylana, stating a large group can be in stealth kind of goes outside the argument, if the group is hidden this attack wont even happen. He means fights when the large group is visable, which they often are since alot of them stand there spamming heals to build ulti. Times when the small group is the one in stealth beeing the initiator of the attack. This cenario is not uncommon and would be less so without AoE caps.

    The key here is the element of surprise, smash and grab.

    Edited by james_vestbergb16_ESO on September 5, 2014 2:56PM
  • frosth.darkomenb16_ESO
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    @Keron‌
    That's where you have me confused.
    You're wondering what we should define as a zerg when the discussion isn't really about numbers. Or at least for me, it is irrelevant.

    When I say "stacking group", it really is people clipping into each other, sharing physical space. Doesn't matter how many they are.
    This is what I want to prevent, whether it is for cap +1 or cap +50.

    Target caps removal will not prevent people from zerging it up, and I certainly hope it doesn't. It is just very important that groups never gain invulnerability.
    Especially not an invulnerability that is obtained passively through numbers.

    You didn't really answer to that part of my post, but without the damage mitigation from the caps, healing really doesn't stand up to damage in ESO.
    For instance, the two spells you gave as an example do not provide enough hps to compensate damage. Even templar ones barely do, as they are often limited to 3 targets and yet they cost a lot more magicka.
    But with caps in place, they are buffed to the point of invulnerability.

    However, even without healing or shields in the game ,stacking would still be the preferable tactic.
    Healing/buffing is not, by itself, a reason to stack.

    Perhaps that without caps, aoe damage will need to be adjusted a bit to accomodate single target abilities more, and if that is done, then maybe healing/buffing may need to be addressed.
    But that's a lot of "ifs", and a question for after the removal of the target caps.
    Removing stacking would be a graat first step towards a more balanced PvP.


    The attack as a whole has a higher survivability if spread out because of the rolling lines that form organically.
    It still occurs nowadays when you have decent forces (40vs40) fighting without neither of them using the stacking tactics. (players without a unique leader)

    You get to the frontline, you get damaged, healers in the back sustain heal you with grand healing and try to keep rapid regeneration/mutagen up.
    If you get focused, they can use their single/3 target spells that are non sustainable, but have enough burst quality to get you at the back of the line where you can get healed more fully.

    The group that handles that rotation the most efficiently and manages focus fires the best is the one that wins the fight as it keeps more people in the fight while keeping more enemies away from the fight and forcing enemy healers to waste more resources.

    The figths overall last longer, with more possibilities of come backs and more variation on possible tactics, like flanking, or spearheading, falling back or whatever strikes your fancy.

    If a stacking group were to face a spread out group, they would be an easy target to get focused fired all at the same time while they wouldn't be able to hit many of the spread out group members.
    In essence, all of them would be simultaneously in range of attack for the spread out, while not all spread out would be simultaneously in range for them.

    This sort of fighting is also the case when preparing to assault the inner keep.
    The attackers are spread around the courtyard and the walls, tending to their siege equipment, healers guarding the engineers and some people in sneak to cover everyone.
    Inside the keep, you have people spread out on the stairs, at the top floor, on the other side of the first flag room, in the second flag room.
    All positions that are hidden from outside the breach, but can serve to cover it.
    It is actually easier to break line of sight like that.
    If the door/wall is breached, you'll have some back and forth, with everyone able to pull back and heal, just like in open field fights, until an actual push is made.

    Neither sides are stacked, and neither sides can get one shotted, or hit more than a few at a time. The one moment where they can be is when a push is made trough the breach.
    That's where multiple barriers could make it possible to go through the intitial blast, then spread out again after it.

    If you're the defenders doing a sortie, then you'd just spread in the courtyard, trying to get as many siege engines as possible.
    If you're the attackers, you pick a direction to "clean" in the building, then use it as a foothold to try to keep a presence inside the keep. Or at the very least killing as many as possible so that the next charge is easier.

    That's why the attack is easier as a whole by spreading out.
    Edited by frosth.darkomenb16_ESO on September 5, 2014 3:10PM
  • frosth.darkomenb16_ESO
    frosth.darkomenb16_ESO
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    @Armitas‌

    You forgot to take into account that single target damage is inferior to aoe damage when hitting sufficient enough targets.
    And group B is always a sufficient enough target so there wouldn't be any single target abilities going its way, only aoes hitting most members of the group.

    At best:
    Group B dps: single_target_damage x B_members
    Group A dps: aoe_damage x A_members x B_members

    If B is using aoe focus fire too, then they are still dishing less damage than they are taking since they hit only a subset of A while A's aoe hits most of B.

    Also, you're under the assumption that being spread out means having less healing abilities, which isn't true.
    Single target and 3 target abilities have 28m range.
    Healing spring has a 28m range, with a 8m radius.
    Even blessing of protection has a 20mx4m area.
    So right or left flank, healers would still heal the players taking damage thanks to smart healing.

    The only difference could be barrier being usable by B, but that would be canceled by A's ultimates.
    For illustration, barrier creates a 600hp shield for 250 ultimate, dawbreaker does 500/1000 damage for 125 ultimate. Meteor does 900dmg and has a knockback for 250 ultimate.
    Barrier is not viable.
  • Armitas
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    Keron wrote: »
    Armitas wrote: »
    Later when this is worked out we still need to address the other elephant in the room...Server stability, lag, and the added calculations due to open aoe caps. But we need to finish this first.
    Which is the more relevant thing anyways. Currently, the best tactics to regain a scroll is to force server crash by constantly increasing numbers while spamming high server load spells like healing springs.

    If done at the keep the scroll is secured, you have a 8 in 10 chance that after crash your scroll is back home. UNFUN!
    @Armitas‌

    You forgot to take into account that single target damage is inferior to aoe damage when hitting sufficient enough targets.
    And group B is always a sufficient enough target so there wouldn't be any single target abilities going its way, only aoes hitting most members of the group.

    At best:
    Group B dps: single_target_damage x B_members
    Group A dps: aoe_damage x A_members x B_members

    If B is using aoe focus fire too, then they are still dishing less damage than they are taking since they hit only a subset of A while A's aoe hits most of B.

    Also, you're under the assumption that being spread out means having less healing abilities, which isn't true.
    Single target and 3 target abilities have 28m range.
    Healing spring has a 28m range, with a 8m radius.
    Even blessing of protection has a 20mx4m area.
    So right or left flank, healers would still heal the players taking damage thanks to smart healing.

    The only difference could be barrier being usable by B, but that would be canceled by A's ultimates.
    For illustration, barrier creates a 600hp shield for 250 ultimate, dawbreaker does 500/1000 damage for 125 ultimate. Meteor does 900dmg and has a knockback for 250 ultimate.
    Barrier is not viable.

    Both group A and group B have identical access to both single target or PBAOE dps. However Group A is not locked into using PBAOE, they are able to switch optimally between AOE or single target whereas group B is locked into a partial commitment to aoe or unfocused single target due to player obstruction.

    The range of heals does minimize the loss due to spreading but it is still less because while heals are long range they are also cones or in the case of healing springs a long range but small diameter heal. A healer of a blob is certain to hit every heal while a healer for a spread out group is not certain to hit every player, and so their healing is not maximized.

    It is true that left flank is able to cone Right flank, but it is not true that Right flank is able to appropriately cone itself. Group B is also unable to use certain heals effectively, while Group A has no restriction to it's heals, nor any doubt that they will apply fully.
    ____
    What advantage does group B have that would lead to it's success? Also I wonder if healing spring could ever become a magicka positive cast for a blob.
    Edited by Armitas on September 5, 2014 4:46PM
    Retired.
    Nord mDK
  • VagabondAngel
    VagabondAngel
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    A Blazing Shield Templar using Solar Disturbance ult with no AoE cap. I can hear the nerf gun already..... Templarscrolls Online anyone? :D

    Hey, but Nightblades are still good to go (as long they weren't vamps running Night's Silence) :o

    How about PvP with no AoE at all? No CC, no AoE... Imagine an Alliance war in which everyone has to learn to play as individuals co-ordinating their attacks.

    And before you LOL this post:

    http://forums.elderscrollsonline.com/discussion/comment/1248393/#Comment_1248393
    ~ Níamh ~
    ~ Ebonheart Pact ~

    ~ SatGNU - PC - EU ~
  • aclarkob14_ESO
    As one of many who played both games with AoE caps and without AoE caps, I think we do know what will happen.
  • Keron
    Keron
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    Just one quick remark:

    Barrier provides a 1200 damage shield when cast by my Vet10 Nightblade that is not resource maxed. It refills Magicka and Ultimate for each shield being used up or running out and that without limitation on number of targets other than radius of effect.

    If cast within a zerg situation (meaning a number of people stacking on top of each other within the application radius of 12m around the caster), I have more than once "refilled" Ultimate and Magicka instantly just by preventing my team members from getting about 50% health pool worth of damage while enabling me to immediately recast it.

    Barrier is not by any stretch of imagination powerless in regards to invulnerability. Especially if you add in stacking it with Harness Magicka, thus making it effectively a 2400 damage shield.

    Other than that, I have to bunk out of this discussion for the time being. I'll be back tomorrow.
    Edited by Keron on September 5, 2014 4:05PM
  • Zadian
    Zadian
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    In my opinion it doesn't matter that much if AoE is capped or not, I think the main problem is AoE itself. Removing AoE caps will only, again in my opinion, change the way the problem manifests itself on the battlefield.

    A small group spamming AoE makes more damage than single player trying to make single target hits. That small group gets the advantage of heals and other buffs and most of them are AoE based or "smart".
    So while a small group can easily kill single players a spread out group of spread out single target attacks using players won't get the same benefits from heals and buffs.
    The stacked group doesn't have to aim, they just have to move to the target. The spread out group has to aim, they have to aim on the same player to get this player down fast enough and outdamage the heals.
    The "stacked" group as enough advantages to make stacking the easiest way to kill enemies.
    In the end it doesn't matter if the "stacked" group has 6 players or 60.

    Removing the AoE cap would only allow a smaller group of players kill a bigger group of players if they use AoEs (and probably stack to get the advantages of heals and buffs).

    The whole discussion is about fighting AoE groups with other, smaller AoE groups. It's exchanging a few big annoying groups with a lot of small annoying groups.

    In my opinion single target damage should be higher and AoE should be noticeable weaker. This would have a big impact on PvE, so Zenimax would have to change the size of NPC groups in the VR zones and dungeons.

    Melee ranged single target attacks should make the most damage.
    Ranged single target attacks should make less damage as they involve less risk.
    Melee ranged AoEs should make even less damage per target. Enough damage that they only become interesting against (maybe) 4-6 or more enemies. (As a result 4-6 stacked players would only make the amount of damage one of these players would deal with a single target melee attack)
    Ranged AoEs should make almost no damage ;)
    This would make AoEs in most cases useless and only a good method against large groups*.

    Healing should follow the same pattern. Aimed close ranged heals should be the most powerful, ranged aimed heals (not existent in ESO) should be good and probably the standard method of healing … Smart healing should be removed form the game completely.

    I think with this changes the whole problem of zergs and stacked groups would vanish - with or without AoE caps.

    Players won't have an advantage by stacking since healing would be extremely difficult (just like aiming at a certain player in a stack of players). AoEs won't be the best way to deal damage since single target attacks would result in quicker kills.

    This won't allow a small group to easily wipe out a large group, but I think that shouldn't be the case in most situations - unless the small group is a group of skilled players fighting a large group of unorganized unskilled players.

    TL;DR: Nerf AoEs, buff single target attacks, change the healing system and zergs won't be a problem with AoE caps or without ;)


    *) And it would be much more realistic in a fantasy way of realism ;)
  • Maulkin
    Maulkin
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    Oy vey, I'm struggling to follow this discussion. Some well worded arguments put too many walls of text for my simple mind to cope :P
    EU | PC | AD
  • frosth.darkomenb16_ESO
    frosth.darkomenb16_ESO
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    Armitas wrote: »
    Keron wrote: »
    Armitas wrote: »
    Later when this is worked out we still need to address the other elephant in the room...Server stability, lag, and the added calculations due to open aoe caps. But we need to finish this first.
    Which is the more relevant thing anyways. Currently, the best tactics to regain a scroll is to force server crash by constantly increasing numbers while spamming high server load spells like healing springs.

    If done at the keep the scroll is secured, you have a 8 in 10 chance that after crash your scroll is back home. UNFUN!
    @Armitas‌

    You forgot to take into account that single target damage is inferior to aoe damage when hitting sufficient enough targets.
    And group B is always a sufficient enough target so there wouldn't be any single target abilities going its way, only aoes hitting most members of the group.

    At best:
    Group B dps: single_target_damage x B_members
    Group A dps: aoe_damage x A_members x B_members

    If B is using aoe focus fire too, then they are still dishing less damage than they are taking since they hit only a subset of A while A's aoe hits most of B.

    Also, you're under the assumption that being spread out means having less healing abilities, which isn't true.
    Single target and 3 target abilities have 28m range.
    Healing spring has a 28m range, with a 8m radius.
    Even blessing of protection has a 20mx4m area.
    So right or left flank, healers would still heal the players taking damage thanks to smart healing.

    The only difference could be barrier being usable by B, but that would be canceled by A's ultimates.
    For illustration, barrier creates a 600hp shield for 250 ultimate, dawbreaker does 500/1000 damage for 125 ultimate. Meteor does 900dmg and has a knockback for 250 ultimate.
    Barrier is not viable.

    Both group A and group B have identical access to both single target or PBAOE dps. Group B is not locked into using PBAOE, they are able to switch optimally between AOE or single target.

    The range of heals does minimize the loss due to spreading but it is still less because while heals are long range they are also cones. A healer of a blob is certain to hit every heal while a healer for a spread out group is not certain to hit every player, and so their healing is not maximized.

    It is true that left flank is able to cone Right flank, but it is not true that Right flank is able to appropriately cone it self. Group A is also unable to use certain heals effectivley, while Group B has no restriction to it's heals, nor any doubt that they will apply fully.

    What advantage does group A have that would lead to it's success?

    In your initial example, A is the spread out group, and B is the stacking group.
    I understood what you meant though.(edited the reference so you didn't get confused)

    Heals are not cones, they hit everywhere around the player using it.
    The only "cone" is blessing of protection, as an illustration that even a directional heal has the range necessary.
    A spread out healer is just as certain to hit all heals than a blob healer.

    Whether B uses pbaos or aoes doesn't matter.
    They are barely hitting a fraction of A while A are hitting most of B.
    Using ranged aoes is even harder for B because it requires actual coordination and hitting even less targets than with pbaoes.
    For A, ranged aoes is just casting at a single possible target: the visible bunch of people that is B.

    Without target caps, a stacking group has no advantages.
    It doesn't have more effective hp, it takes more damage and dishes less.
    Edited by frosth.darkomenb16_ESO on September 5, 2014 4:42PM
  • Keron
    Keron
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    Zadian wrote: »
    Healing should follow the same pattern. Aimed close ranged heals should be the most powerful, ranged aimed heals (not existent in ESO) should be good and probably the standard method of healing … Smart healing should be removed form the game completely.
    One more quicky:

    While this alone would significantly improve the situation, you would have to implement a completely different combat system. This requires you to be able to very quickly target a specific player, in essence the standard interface of being able to move while using the mouse to target a player on a grid view on your screen.
  • Aoe_Barbecue
    Aoe_Barbecue
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    AoE Caps reward having more players stuck in a small area than fewer. This tactic lets you "hide" your players in the crowd. In function this has served to reward getting as many people into a tight as possible area to spam AoE's; the more you have, the more you hit and the less you are hit.

    Numerical superiority will always been an advantage in a PvP game. I feel there is absolutely no need to force that advantage any further. Six or so people versus the entire swarm should not be forced into further disadvantage by game mechanics. AoE cap removal will make it so elite guild groups will crush zergs even harder than they do now. Good. Well thought out play ought to be rewarded.
    Edited by Aoe_Barbecue on September 5, 2014 4:04PM
  • frosth.darkomenb16_ESO
    frosth.darkomenb16_ESO
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    Keron wrote: »
    Just one quick remark:

    Barrier provides a 1300 damage shield when cast by my Vet10 Nightblade that is not resource maxed. It refills Magicka and Ultimate for each shield being used up or running out and that without limitation on number of targets other than radius of effect.

    If cast within a zerg situation (meaning a number of people stacking on top of each other within the application radius of 12m around the caster), I have more than once "refilled" Ultimate and Magicka instantly just by preventing my team members from getting about 50% health pool worth of damage while enabling me to immediately recast it.

    Barrier is not by any stretch of imagination powerless in regards to invulnerability. Especially if you add in stacking it with Harness Magicka, thus making it effectively a 2600 damge shield.

    Other than that, I have to bunk out of this discussion for the time being. I'll be back tomorrow.

    My bad then, mine is not levelled so I looked at its stats and "increased" them by a safe margin. I guess my margin wans't safe enough.

    It still gets mostly canceled by one ultimate from the opposite side for equivalent ultimate costs.
    It also isn't half a life pool since no damage mitigation is applied. Probably more like 1/3 or 2/5ths. But I get your point, it isn't as weak as I made it out to be.

    I still think that it isn't worth stacking for without the caps.
    Bu it does blur the line a bit though, if you can cast it every 2 seconds and it fills up your mana and ultimate straight away.
    Does it do it when it breaks or only when it expires naturally?

    Either way, as far as I know, in 1.4 on PTS it doesn't stack with itself, so I guess it disolves the question entirely.
    But it certainly will still have a strong role as "*** noes" button to enter a breach or hold a line.
  • Armitas
    Armitas
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    ...Without target caps, a stacking group has no advantages
    It doesn't have more effective hp, it takes more damage and dishes less.

    Group A is the stacking group and B is the spread out group. I will look back and make sure I do not have anything reversed but for now lets go with that. Edit your references to reflect that so it doesn't get confused.

    I had thought combat prayer a cone based on it's animation, but I see now it's an area. If not a cone then it's distance is it's diameter and it's reach is it's radius. Making it's reach half the listed area. Healing springs for group A is 100% efficient, healing springs for Group B is at best half as efficient. Group A has a full assortment of healing sources, and a certain application of them. Group B does not have that. The same is true for defenses.

    It is quantitatively true that Group B is hitting, pound for pound, more of Group A than Group A is hitting of group B. But that is not qualitatively an advantage, because more of Group As heals and defenses are hitting Group A than Group B. It is far more probable that Group A can sustain the attack of Group B than Group B can sustain the attack of Group A, even though Group B has the quantitative advantage.

    Put mathematically lets say group A has 20 people, and Right Flank has 10 people.

    Group A is hit.
    20Players are hit by 10 people from Right flank. Each member of right flank hit impulse hitting 20 players each. So right flank made 200 total hits but each person in group A only suffered 10 hits.

    Group B is hit
    10 players are hit by 20 people. Each member of Group A hit impulse hitting 10 players each. So right flank received 200 hits but each member of right flank was hit 20 times each.

    Quantitatively - Group B is able to make the same number of hits as Group A with half the people.
    Qualitatively - But who is more likely to come out alive, the group with persons receiving 20hits an instance or the group with person receiving 10hits an instance, while under greater healing resources, certain healing, and a greater resource for defense?

    Right Flank is able to make the same number of hits as a group twice it's size, but they also suffer twice the pressure in return along with a disproportionate resource for survival.

    Edited by Armitas on September 5, 2014 4:44PM
    Retired.
    Nord mDK
  • Keron
    Keron
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    My bad then, mine is not levelled so I looked at its stats and "increased" them by a safe margin. I guess my margin wans't safe enough.

    It still gets mostly canceled by one ultimate from the opposite side for equivalent ultimate costs.
    It also isn't half a life pool since no damage mitigation is applied. Probably more like 1/3 or 2/5ths. But I get your point, it isn't as weak as I made it out to be.

    I still think that it isn't worth stacking for without the caps.
    Bu it does blur the line a bit though, if you can cast it every 2 seconds and it fills up your mana and ultimate straight away.
    Does it do it when it breaks or only when it expires naturally?

    Either way, as far as I know, in 1.4 on PTS it doesn't stack with itself, so I guess it disolves the question entirely.
    But it certainly will still have a strong role as "*** noes" button to enter a breach or hold a line.
    I'm not a 100% sure, but I think the replenishing morph also gives back resources if the shield is used up prior to running its duration.

    Stacking with itself made you be invulnerable in itself and has been removed respectively will be removed completely with next patch.

    Stacking with Harness Magicka is independent of that. The problem with that is, that Harness Magicka reduces incoming spell damage by 50% minimum (can be increased up to 71% reduction by morph and wearing 7/7 light armor) flat and this reduction stacks "above" any other shield cast "over" Harness Magicka.

    This means that if you cast Harness and then Barrier, the 1200 damage that Barrier absorbs gets reduced by 50% before it is counted against the shield thus effectively doubling shield strength.

    All in all Barrier is the single most powerful healing spell in this game.
  • Harnesh
    Harnesh
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    http://forums.elderscrollsonline.com/discussion/130101/gvg-wars-you-think-you-can-handle-it

    Watch from 7:30 mark to 11:00 mark that is why AOE caps need to go that is just stupid with the epic music blaring spells going off, standing in the breach wow thats really great PvP right, well one small problem he takes NO damage, not he takes damage and gets healed, he takes NO damage. Nothing they do can be worse than this mindless 'we are Borg" hive mind crap.

    To those that say the blob will get worse how? If your a small group or solo all the aoe hits you now. The advantage a large group has it the fact that, well its a large group numbers matter but aoe cap also gives them invulnerabilty as well.
    It may very well be that people still blob up but shouldnt there atleast be some disadvantages to it a few checks and balances as it is now there are only advantages no disadvantages. With AOE caps gone at least the blob has to be aware.
    Edited by Harnesh on September 5, 2014 5:30PM
  • frosth.darkomenb16_ESO
    frosth.darkomenb16_ESO
    ✭✭✭✭
    Armitas wrote: »
    ...Without target caps, a stacking group has no advantages
    It doesn't have more effective hp, it takes more damage and dishes less.

    Group A is the stacking group and B is the spread out group. I will look back and make sure I do not have anything reversed but for now lets go with that. Edit your references to reflect that so it doesn't get confused.

    I had thought combat prayer a cone based on it's animation, but I see now it's an area. If not a cone then it's distance is it's diameter and it's reach is it's radius. Making it's reach half the listed area. Healing springs for group A is 100% efficient, healing springs for Group B is at best half as efficient. Group A has a full assortment of healing sources, and a certain application of them. Group B does not have that. The same is true for defenses.

    It is quantitatively true that Group B is hitting, pound for pound, more of Group A than Group A is hitting of group B. But that is not qualitatively an advantage, because more of Group As heals and defenses are hitting Group A than Group B. It is far more probable that Group A can sustain the attack of Group B than Group B can sustain the attack of Group A, even though Group B has the quantitative advantage.

    Put mathematically lets say group A has 20 people, and Right Flank has 10 people.

    Group A is hit.
    20Players are hit by 10 people from Right flank. Each member of right flank hit impulse hitting 20 players each. So right flank made 200 total hits but each person in group A only suffered 10 hits.

    Group B is hit
    10 players are hit by 20 people. Each member of Group A hit impulse hitting 10 players each. So right flank received 200 hits but each member of right flank was hit 20 times each.

    Quantitatively - Group B is able to make the same number of hits as Group A with half the people.
    Qualitatively - But who is more likely to come out alive, the group with persons receiving 20hits an instance or the group with person receiving 10hits an instance, while under greater healing resources, certain healing, and a greater resource for defense?


    I edited the references.

    Combat Prayer is actually a rectangle in front of the character.
    So you weren't wrong, it is sort of a "cone".

    Group A really doesn't lose much on healing efficiency.
    Aside from combat prayer and healing springs, heals are all in the "smart" heals category which are compeltely untargeted.
    Most ranged aoes have bellow 6m radius, and impulse has 8m radius.
    So healers in A using healing springs don't have to be as accurate than dps B using ranged aoes. If B group is using impulse, they could just place the springs on the impulse location to mitigate it.
    But what is most required is "*** noes" heals ,so battle prayer and springs would be avoided in favor of the instant templar heals, mutagen and healign wards. Which would mean no loss in efficiency at all.

    However, yes, some buffs wouldn't be able to be applied to all of A, and only just a part. So in a way, there are less defenses available to A.

    But this is vastly overshadowed by the fact that contrary to what you're saying, much less than half of A would be hit by B.

    If B is trying to use impulse, it will be noticed and avoided.
    While avoiding, the dps of A would be lower by a bit, but B's dps would be mostly negated

    If B is using ranged focus fire, or if A doesn't evade group B's impulse at all:
    Depending on the location, group A could be spread out up to a 20m radius area and still benefit from heals.
    If A is of a decent size of 40 members, its player density would make 6m radius aoes only hit 3,6 of them and 8m radius impulse hit only 6. Assuming average repartition and no attempts to evade.

    That's less than 20% of A getting hit, with negligible healing loss and at most 10-20% damage mitigation loss from not having hardcapped armor/magic protection.

    And those estimates aren't just numbers. They correspond to my experience in game. When I'm lucky enough to be at sieges where no one uses stacking, I rarely hit more than 4 or 5 targets at a time. And I consider myself a decent shot.

    There is a very wide damage gap between the two groups.
    One that barrier can't overtake, even with the numbers @Keron‌ brought to the discution.
    (and he's correct, this is the strongest healing spell in the game)

  • Armitas
    Armitas
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    If B is trying to use impulse, it will be noticed and avoided.
    While avoiding, the dps of A would be lower by a bit, but B's dps would be mostly negated

    If B is using ranged focus fire, or if A doesn't evade group B's impulse at all:
    Depending on the location, group A could be spread out up to a 20m radius area and still benefit from heals.


    heh. Group A is the blob or stacked group, Group B is the one spread out. I think you may have switched back and forth on that last post.

    Do you agree with the statement that Group A (stack group) Has maximal use of it's healing, while Group B (spread out group) has a less than maximal use of it's healing. Even if it's this "." small.

    Also If Player A can hit Player B with Impulse. Player B can hit player A with impulse. If impulse won't reach then single target hits will... 20 focused single target hits. While Group A pushes into Right Flank, while Right Flank tries to avoid the impulse, they will be focus fired with single target dps by the chasing Group A. Right flank has their back turned trying to flee leaving only left flank to fire unfocused single target dps. The advantage still goes to Group A.

    As long as stacking will result in a higher probability of success it will be preferred and so it is more likely to occur than not. If the change is to break up stacking it needs to lower the probability of success when stacking.
    Edited by Armitas on September 5, 2014 7:02PM
    Retired.
    Nord mDK
  • dylanjaygrobbelaarb16_ESO
    dylanjaygrobbelaarb16_ESO
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    My chief concern with the increase of caps is the extra ult generation gain by AOE ult abilities...which IMO was the real issue with no AOE caps. This is how many infamous players like murderthumbs could spam banner all day long as hordes of players charged him and never die. I think they need to reduce ult gain proportionally when more than 6 people are affected. [/quote]

    I think you hit the nail on the head, ult gain the real issue, especially after the passives that increase gain on kills. im not as worried about removed cap as aoe builds ulting 10X more than other builds. if they get rid of the aoe cap they need to keep the cap in reguards to how many are feeding you ult, possibly even reduce it.
  • Harnesh
    Harnesh
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    Just put a hard cap on ult gain for any one cast/ability.
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