phreatophile wrote: »I feel removing the AoE cap would fix all of these issues. My reasoning being that "normal" players won't be affected much since there's rarely more than 6 players stacked up anyways, unless trying to push through a choke or something. Knowing there was no cap, people would actively try to spread out too.
The zerg blobs are the ones that would be affected since just a small group of players with enough burst could blow them all up, making this tactic no longer viable or effective.
They'd have to cap some abilities though. Both morphs of Batswarms could be very silly if uncapped since they are hard to spot sometimes.
AoE CC spells like the Banner synergy, DK/Sorc root etc should probably keep the cap too.
Keep in mind that I personally wouldn't mind these being uncapped either since they are so easy to dodge anyways but the casual player might not agree.
I still think they should remove the AOE caps on everything and add in friendly fire. It's ridiculous to be able to stand in the middle of an inferno if that pale elf or cat over there cast it but not if that grey elf or lizard over here cast it. Would deal with the OP nature of casters as well. If you turn half your side into BBQ you won't be all that welcome on the wall.
mike.gaziotisb16_ESO wrote: »phreatophile wrote: »I feel removing the AoE cap would fix all of these issues. My reasoning being that "normal" players won't be affected much since there's rarely more than 6 players stacked up anyways, unless trying to push through a choke or something. Knowing there was no cap, people would actively try to spread out too.
The zerg blobs are the ones that would be affected since just a small group of players with enough burst could blow them all up, making this tactic no longer viable or effective.
They'd have to cap some abilities though. Both morphs of Batswarms could be very silly if uncapped since they are hard to spot sometimes.
AoE CC spells like the Banner synergy, DK/Sorc root etc should probably keep the cap too.
Keep in mind that I personally wouldn't mind these being uncapped either since they are so easy to dodge anyways but the casual player might not agree.
I still think they should remove the AOE caps on everything and add in friendly fire. It's ridiculous to be able to stand in the middle of an inferno if that pale elf or cat over there cast it but not if that grey elf or lizard over here cast it. Would deal with the OP nature of casters as well. If you turn half your side into BBQ you won't be all that welcome on the wall.
You lost me at "add in friendly fire"....
phreatophile wrote: »mike.gaziotisb16_ESO wrote: »phreatophile wrote: »I feel removing the AoE cap would fix all of these issues. My reasoning being that "normal" players won't be affected much since there's rarely more than 6 players stacked up anyways, unless trying to push through a choke or something. Knowing there was no cap, people would actively try to spread out too.
The zerg blobs are the ones that would be affected since just a small group of players with enough burst could blow them all up, making this tactic no longer viable or effective.
They'd have to cap some abilities though. Both morphs of Batswarms could be very silly if uncapped since they are hard to spot sometimes.
AoE CC spells like the Banner synergy, DK/Sorc root etc should probably keep the cap too.
Keep in mind that I personally wouldn't mind these being uncapped either since they are so easy to dodge anyways but the casual player might not agree.
I still think they should remove the AOE caps on everything and add in friendly fire. It's ridiculous to be able to stand in the middle of an inferno if that pale elf or cat over there cast it but not if that grey elf or lizard over here cast it. Would deal with the OP nature of casters as well. If you turn half your side into BBQ you won't be all that welcome on the wall.
You lost me at "add in friendly fire"....
I know, most people feel that way. It's nice to be able to fling fire and rotten meat and whatever else wherever with no regard to who it hits because it only hits the right people no matter what. Pretty silly though.
ignore? if we leave they capture the resource.
Ummm... ignore the tower... is that so hard? I always ignore those tower groups... let them come out later and deal with them... I even saw one of our AD guilds wait not 5 minutes in stealth outside of a camped tower for them to leave and then crushed them.
Until the zergball issue is addressed, oil is the only thing that can counter those groups. So this a knewjerk reaction to something that serious PvPers can deal with.
wait until they leave? im sure no one wants to wait until they leave the tower.
effinshiddy wrote: »hahahah to the guy who said this oil change is a "knee jerk reaction"... it took SIX MONTHS to jerk that knee buddy. people left this game in droves over the oil issues for the first 2 months because it destroyed the idea of how PvP should look and feel. literally oil is a day 1 complaint.
the problem now is kind of how Agrippa points it out. those of us who DID stay through the oil have learned to play around (and in) it. we stopped griping for this change because it is the counter to certain zerg/stacking tactics.
but sorry, Agrippa, you are wrong on this one. look at ADs skele guild (sorry idk your name). they have a very specific set of tactics. every time they engage, there are one or two guys whose sole job is dropping oils in open field engagements. inside towers while taking/defending flags the huddle in uber tiny corners on their oil. the situation described is that oil is supposed to be countering these types of grouping tactics, yet they are more effectively implementing it than anyone else. lately we have managed to maybe split wins/losses with them, but they have become to attuned to the engagement process, they have the leg up every time. i'm not saying it's bad or good either way--it's simply what is happening.
(if you look at any uncoordinated zerg in open field, they spread out because it's what uncoordination does. you can't place enough oils to counter any 100 man zerg in open field or even inside towers because people that are not in one large guilded group are never going to listen closely enough to anyone to stack up and be countered by ground oil.)
the 2nd component of this countering though was blazing shield. oil was for countering numbers, while blazing shield was used to counter fire ring/pulsar spam. if anyone like that 1st comment really wants to talk about knee jerk reactions, why was blazing shield changed so fast and yet we have gotten NO answer on fire ring? if blazing was gonna get "fixed" then this should have happened at the same time as fire ring or at very least the same time as oil. imbalance was just restored today.
SeltzerDuke wrote: »Hmm, so which is it? "Oil is harmless! Purge and heal away!" or "Oil is our only defense against the zerg hordes because it's so effective!" Seems a bit contradictory.
Rune_Relic wrote: »Caltrops and oil are both envisioned as ground based area damage.
Oil is supposed to be dropped from heights and poured vertically.
Is it not better to use/modify caltrops for situations like a flag *** ?
ie. is there not a better tool for the purpose you had in mind for oil ?
Blackthorn51 wrote: »FRIENDLY FIRE ON AOE's!
Agrippa_Invisus wrote: »Blackthorn51 wrote: »FRIENDLY FIRE ON AOE's!
I will then sit in every friendly inner circle keep, over the nave with oils, and kill my Alliance mates just for you as they transit in.
Rune_Relic wrote: »Agrippa_Invisus wrote: »Blackthorn51 wrote: »FRIENDLY FIRE ON AOE's!
I will then sit in every friendly inner circle keep, over the nave with oils, and kill my Alliance mates just for you as they transit in.
yes... what happens to friendly fire with troll groups ?
If you can't see the real reason they are making this adjustment then you are a blind Moth Priest and can't see squat. This is to put a damper on farming pugs who don't slot purge on bridges, barns and other indestructible structures. A better solution would be to disallow them from being used outside of the outer walls of campaign structures.
I'm all for this change. The baddies will just need to learn how to play the game with their abilities and other siege weaponry.
johan.danielsson1994b16_ESO wrote: »If you can't see the real reason they are making this adjustment then you are a blind Moth Priest and can't see squat. This is to put a damper on farming pugs who don't slot purge on bridges, barns and other indestructible structures. A better solution would be to disallow them from being used outside of the outer walls of campaign structures.
I'm all for this change. The baddies will just need to learn how to play the game with their abilities and other siege weaponry.
Hey thats a brilliant idea, lets do the same for meatbag catapults, or why not all siege in the game. The baddies will just have to play the game with their abbilities after all.