Great! Show us the numbers, so we can verify them, thanks!frosth.darkomenb16_ESO wrote: »If they would remove the cap for heals there wouldn't be any changes to aoe blobs because both, damage and heal would be increased to negate each other.Maybe this is because I'm a healer but if you change aoe caps it should be for both damage and heals... not just one... thats kinda silly.
By only increasing the damage, stacking will be less effective. And thats, what the change is intended to do.
Well, honestly, I've run the numbers and even without caps, heals can neither sustain nor burst like damage abilities can.
WarrioroftheWind_ESO wrote: »The dps falloff was something suggested several weeks back but some of the purists kept bawling. Yes ESO skills involve spamming but there should be a flexible rotation. You should still be able to spam aoe and use other skills to whittle down the crowd as well as armor/shield effects for survival.
xsorusb14_ESO wrote: »AlienDiplomat wrote: »Eh. I still think a much better solution would be to reduce the damage AOE does the more you stack it. That way you don't have to worry about ultimate generation or balancing problems as nothing changes under normal circumstances.
Look at how much ultimate sorcs were able to get from streak when it was uncapped for ultimate generation. Now consider carve (2h) -- if you hit 20 people with that, not counting crits and damage you'll get 60 ultimate.
Look at drain power (either morph) -- cast that once in a blob and your weapon damage will be hardcapped. Now imagine a batswarm with no target limit based on hardcapped weapon damage.
The point is that he makes well is there's a lot of additional changes beyond just uncapping damage.
Abilities right now are suppose to be capped in the amount of ultimate they give.. so if ya hit 20 people with Carve or 6 you'd only get 15 Ultimate Total (which is suppose to be the max ya get)
effinshiddy wrote: »Warhammer yes. but the AoE in that was NOT subject to being dispersed across targets. if 1 guy got hit for 2k, 50 guys got hit for 2k.
they removed that within 30-60 days of release because it was mindbendingly awful.
do you remember what they did a year in to Warhammer that shot people out in droves?
they introduced Choppas and (can't remember the Dwarf counterpart). these were also given unlimited AoE and it went back to the opening days, except the unlimited AoE was NOT ranged AoE. once people got a taste of the Choppa damage, 1/2 or more of the armies were Choppas (on all 3 servers I played on) and effectively all 3 of those servers died because it came down to 1 thing:
who had the bigger number of people when the amount of AoE was the same.
then you'd have the absolutely terrible battles where 3 Choppas would wipe 60 people. sound familiar? hello eso sorcs with unlimited AoE stuns and blocking spams.
in either case in Warhammer, with unlimited AoE you know how fun the battles were? you know how long they lasted? hardly any and seconds are your answers. it becomes worthless, shooter-esque short battles where respawning is the only tactic left.
Blackhorne wrote: »Great! Show us the numbers, so we can verify them, thanks!frosth.darkomenb16_ESO wrote: »If they would remove the cap for heals there wouldn't be any changes to aoe blobs because both, damage and heal would be increased to negate each other.Maybe this is because I'm a healer but if you change aoe caps it should be for both damage and heals... not just one... thats kinda silly.
By only increasing the damage, stacking will be less effective. And thats, what the change is intended to do.
Well, honestly, I've run the numbers and even without caps, heals can neither sustain nor burst like damage abilities can.
demonlkojipub19_ESO wrote: »WarrioroftheWind_ESO wrote: »The dps falloff was something suggested several weeks back but some of the purists kept bawling. Yes ESO skills involve spamming but there should be a flexible rotation. You should still be able to spam aoe and use other skills to whittle down the crowd as well as armor/shield effects for survival.
I was one who added the sug. Glad they are going that way with it.
Rune_Relic wrote: »Just out of interest ..did daoc have smart healing ?
Rune_Relic wrote: »Just out of interest ..did daoc have smart healing ?
ghengis_dhan wrote: »I can't wait to see how these changes carry out in actual game play.
A lot of people--including myself--like to think we know how a particular change will affect player behavior. Truthfully, most of us are NOT social gurus. If we were, we'd probably not be here.
I'm hoping that changes like this will make the game more balanced and satisfying to the player population. But, they can just as easily backfire. We'll just have to see.
Rune_Relic wrote: »Just out of interest ..did daoc have smart healing ?
No smart healing. PBAoE's had a cast time that locked you into place though. It was more balanced. Yet, 250k boxes sold turned to 10k subs fast in a few bad decisions and randoms getting farmed by guilds.
IMO encouraging the immovable, invis bat swarm, pulsar, streak groups with this change really ruins things for me. Ever faction has them, and every faction despises fighting them unless they are in said group. I am not a min/maxer but put in hours into pvp daily. This is not the type of pvp I would like to be forced into just to have the campaign be competitive. As a direct result of this proposal i've unsubbed.
How much of the player base population comprise of these elitist teams? A handful? Great so lets cater to them since they complain the most on the forums. Awesome.
Rune_Relic wrote: »Just out of interest ..did daoc have smart healing ?
No smart healing. PBAoE's had a cast time that locked you into place though. It was more balanced. Yet, 250k boxes sold turned to 10k subs fast in a few bad decisions and randoms getting farmed by guilds.

AlienDiplomat wrote: »Eh. I still think a much better solution would be to reduce the damage AOE does the more you stack it. That way you don't have to worry about ultimate generation or balancing problems as nothing changes under normal circumstances.
Look at how much ultimate sorcs were able to get from streak when it was uncapped for ultimate generation. Now consider carve (2h) -- if you hit 20 people with that, not counting crits and damage you'll get 60 ultimate.
Look at drain power (either morph) -- cast that once in a blob and your weapon damage will be hardcapped. Now imagine a batswarm with no target limit based on hardcapped weapon damage.
The point is that he makes well is there's a lot of additional changes beyond just uncapping damage.
kevlarto_ESO wrote: »I wonder how sieges will go with the cap removed ? getting through that breach will be very interesting, I think the whole aoe cap thing is about to open up a new can of worms, and bring a different set of problems, there is more trouble in cyrodill than boom boom trains. I guess time will tell /shrug
Also, it is pretty easy to open 2 holes in a wall and try to get around the focused aoe or develop other strats etc.
frosth.darkomenb16_ESO wrote: »What they are suggesting isn't solid. It's a good step in the right direction, and it is better than nothing, but it can go wrong.
Any kind of falloff based on player number would still be random and a type of damage mitigation favoring stacking.
They are aware of that, hence why they keep healing abilities caped.
However, falloff is not necessary:
Many seem to not remember the times before we knew about the target caps, or didn't play much in large fights not involving stacking.
In those fights, you really rarely hit more than 6 targets. Even a wall breach is large enough that you can't hit all of it at once.
The largest ranged aoes, aside from caltrops, have a radius of only 6m.
Most are lower.
If you look at healing and buffing spells, you can see they heal less per second and take mostly more mana than attacking spells. Even healing springs, the most sustainable healing spell, needs to be stacked 6 times on one location to heal enough per second to out heal the dps of two attacks.
So even if the entire group is made of healers healing non stop, a stacking group has no way of surviving, even with uncapped healing spells.
And smart healing is the primary culprit of lag.
In short, there is no fear of removing the caps without falloffs, there are rarely any situations in normal gameplay where it would take effect anyway, and the few times it would, aoes need to do full damage.
And healing needs to be uncaped as well, because smart healing is costly.
The first iteration should be to uncap everything, then, if some abilities are OP, address them individually.
darkdruidssb14_ESO wrote: »frosth.darkomenb16_ESO wrote: »What they are suggesting isn't solid. It's a good step in the right direction, and it is better than nothing, but it can go wrong.
Any kind of falloff based on player number would still be random and a type of damage mitigation favoring stacking.
They are aware of that, hence why they keep healing abilities caped.
However, falloff is not necessary:
Many seem to not remember the times before we knew about the target caps, or didn't play much in large fights not involving stacking.
In those fights, you really rarely hit more than 6 targets. Even a wall breach is large enough that you can't hit all of it at once.
The largest ranged aoes, aside from caltrops, have a radius of only 6m.
Most are lower.
If you look at healing and buffing spells, you can see they heal less per second and take mostly more mana than attacking spells. Even healing springs, the most sustainable healing spell, needs to be stacked 6 times on one location to heal enough per second to out heal the dps of two attacks.
So even if the entire group is made of healers healing non stop, a stacking group has no way of surviving, even with uncapped healing spells.
And smart healing is the primary culprit of lag.
In short, there is no fear of removing the caps without falloffs, there are rarely any situations in normal gameplay where it would take effect anyway, and the few times it would, aoes need to do full damage.
And healing needs to be uncaped as well, because smart healing is costly.
The first iteration should be to uncap everything, then, if some abilities are OP, address them individually.
Damage falloff is necessary or you end up with a game like Warhammer Online. 1 player shouldn't be able to drop an entire group. Plus we don't know what the percentages are for damage falloff yet and we do know they are increasing some abilities damage (cleave) to put it on par with Impulse.
Also what about damage shields and purge that prevent players from taking damage?
Heals might not be able to out heal much damage, but there are plenty of ways to get access to damage shields and groups already spam purge. Both of those abilities prevent players from taking all of the damage they would without them. So I think it's wise to increase the number of targets you can hit without increasing the number of targets you can heal since healing isn't the only thing stopping people from dying.
effinshiddy wrote: »Snip
Here's a question. If AoE caps is removed, how about CC skills? Like, Burning Talons?
Can I guy with Immovable drops in middle of a pain-train, pop Burning Talon and EVERYONE in the vicinity got rooted?
Or Volcanic Rune. If I lay one down in the middle of a zerg-blob, will I see 20 skeletons enemies flying through the air?
effinshiddy wrote: »again, these groups who are pushing for the caps coming off are pulling the wool over your eyes.
don't be shortsighted...the game has enough problems...
allowing the bat swarm pulsar banner oil groups to farm the living *** out of the casuals who make up 90% of any faction is going to reduce this to nothing but the bat swarm pulsar banner oil groups faster than ZOS can react to anything.
right now all the casuals, part timers, pve'ers and bad pvp'ers do is complain about how the aoe just shreds them before they can react to anything... and your answer is add more damage to this whirlwind?
it's absolutely ridiculous.... the damage the cap up will do to the game is exponential to the fun it is going to grant a very limited number of hardcore guild groups.
Here's a question. If AoE caps is removed, how about CC skills? Like, Burning Talons?
Can I guy with Immovable drops in middle of a pain-train, pop Burning Talon and EVERYONE in the vicinity got rooted?
Or Volcanic Rune. If I lay one down in the middle of a zerg-blob, will I see 20 skeletons enemies flying through the air?