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.xsorusb14_ESO wrote: »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
I have the feeling I am completely misunderstood, again.demonlkojipub19_ESO wrote: »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.
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.
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.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.
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.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 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.
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.Removal of AoE caps may in certain circumstances punish you for blobbing but this punishment is alleviated by a much increased efficiency damage wise.
Zerg still gives you the best survivability because healing is still encouraging blobbing.
It does nothing to prevent you from annihilating enemies before they can stop your zerg.
frosth.darkomenb16_ESO wrote: »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!
The truth is, as Keron pointed out indirectly with healing springs, the target caps are actually cause for lags far more than uncapped aoes.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.
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.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.
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!
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.frosth.darkomenb16_ESO wrote: »The introduction of target caps wasn't an added incentive but the removal of a natural drawback to stacking.
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.frosth.darkomenb16_ESO wrote: »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.
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).frosth.darkomenb16_ESO wrote: »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.
Finally we agree on something. Now we only have to find the right compromise in how to achieve it.frosth.darkomenb16_ESO wrote: »Stopping isn't the purpose, removing the invulnerability is.
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.frosth.darkomenb16_ESO wrote: »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.
frosth.darkomenb16_ESO 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.
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.
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.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.
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!
frosth.darkomenb16_ESO wrote: »@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.
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.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.
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!frosth.darkomenb16_ESO wrote: »@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?
One more quicky: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.
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.
frosth.darkomenb16_ESO wrote: »...Without target caps, a stacking group has no advantages
It doesn't have more effective hp, it takes more damage and dishes less.
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.frosth.darkomenb16_ESO wrote: »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.
frosth.darkomenb16_ESO 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?
frosth.darkomenb16_ESO wrote: »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.