I'm still not sure what this really fixes. Hiding in a corner with 24 impulse spammers, waiting for a group to land on a flag and its... harder to wipe the ones on the flag?
The problem is 24 people with impulse and immovable running a train through siege, not having to stop, not having to focus a target, running full speed and pulsing through a siege line, wiping everything.
This change will cost ZOS quite a bit of wages for nothing. Notice how skellies aren't in here whining? Its a BUFF to pulse spammers. They will hit everyone...the diminished returns aren't on all targets according to what was said, they diminish for each additional target AND... Oils will need a drop range, no defense to this play-style on flags. To compete, everyone doing objective based pvp will need a destro staff equipped at all times.
Not only does EP and DC have to deal with an overwhelming overpopulation of AD in Cyrodil, AD is also the only one with a dedicated pulse group that's about to get buffed to god status.
Please pipe up if anyone in the pulse spam group on AD is at all turned off by this.
God, I hope you are correct.frosth.darkomenb16_ESO wrote: »I'm still not sure what this really fixes. Hiding in a corner with 24 impulse spammers, waiting for a group to land on a flag and its... harder to wipe the ones on the flag?
The problem is 24 people with impulse and immovable running a train through siege, not having to stop, not having to focus a target, running full speed and pulsing through a siege line, wiping everything.
This change will cost ZOS quite a bit of wages for nothing. Notice how skellies aren't in here whining? Its a BUFF to pulse spammers. They will hit everyone...the diminished returns aren't on all targets according to what was said, they diminish for each additional target AND... Oils will need a drop range, no defense to this play-style on flags. To compete, everyone doing objective based pvp will need a destro staff equipped at all times.
Not only does EP and DC have to deal with an overwhelming overpopulation of AD in Cyrodil, AD is also the only one with a dedicated pulse group that's about to get buffed to god status.
Please pipe up if anyone in the pulse spam group on AD is at all turned off by this.
How can you believe what you are saying?
Those impulse groups cannot exist without the target cap.
Their radius isn't magically increased with the removal of the target cap, they still have one of the lowest reach in game and will still hit just as many targets as before. Which is, unless they meet another "ball", 2 to 3 targets at a time while they are moving. If two of those groups meet each other they'll instantly wipe each other and, unless they like the randomness, will never do it again.
The strength of those groups doesn't come from impulse but from the damage immunity they gain through the target cap. Avoiding most incoming damage means they can get in range of impulse and use it as a low skill focus fire tool by just following the crown.
Have you ever had a lone impulse user try to jump into your group? How long did he last? Not long I bet. Well it's the same with a group trying to approach you, if you can hit all of them at once, they all die pretty quickly.
The removal of the aoe caps is a direct nerf to impulse, to the point where it may become completely obsolete.
God, I hope you are correct.frosth.darkomenb16_ESO wrote: »I'm still not sure what this really fixes. Hiding in a corner with 24 impulse spammers, waiting for a group to land on a flag and its... harder to wipe the ones on the flag?
The problem is 24 people with impulse and immovable running a train through siege, not having to stop, not having to focus a target, running full speed and pulsing through a siege line, wiping everything.
This change will cost ZOS quite a bit of wages for nothing. Notice how skellies aren't in here whining? Its a BUFF to pulse spammers. They will hit everyone...the diminished returns aren't on all targets according to what was said, they diminish for each additional target AND... Oils will need a drop range, no defense to this play-style on flags. To compete, everyone doing objective based pvp will need a destro staff equipped at all times.
Not only does EP and DC have to deal with an overwhelming overpopulation of AD in Cyrodil, AD is also the only one with a dedicated pulse group that's about to get buffed to god status.
Please pipe up if anyone in the pulse spam group on AD is at all turned off by this.
How can you believe what you are saying?
Those impulse groups cannot exist without the target cap.
Their radius isn't magically increased with the removal of the target cap, they still have one of the lowest reach in game and will still hit just as many targets as before. Which is, unless they meet another "ball", 2 to 3 targets at a time while they are moving. If two of those groups meet each other they'll instantly wipe each other and, unless they like the randomness, will never do it again.
The strength of those groups doesn't come from impulse but from the damage immunity they gain through the target cap. Avoiding most incoming damage means they can get in range of impulse and use it as a low skill focus fire tool by just following the crown.
Have you ever had a lone impulse user try to jump into your group? How long did he last? Not long I bet. Well it's the same with a group trying to approach you, if you can hit all of them at once, they all die pretty quickly.
The removal of the aoe caps is a direct nerf to impulse, to the point where it may become completely obsolete.
God, I hope you are correct.
Rune_Relic wrote: »God, I hope you are correct.frosth.darkomenb16_ESO wrote: »I'm still not sure what this really fixes. Hiding in a corner with 24 impulse spammers, waiting for a group to land on a flag and its... harder to wipe the ones on the flag?
The problem is 24 people with impulse and immovable running a train through siege, not having to stop, not having to focus a target, running full speed and pulsing through a siege line, wiping everything.
This change will cost ZOS quite a bit of wages for nothing. Notice how skellies aren't in here whining? Its a BUFF to pulse spammers. They will hit everyone...the diminished returns aren't on all targets according to what was said, they diminish for each additional target AND... Oils will need a drop range, no defense to this play-style on flags. To compete, everyone doing objective based pvp will need a destro staff equipped at all times.
Not only does EP and DC have to deal with an overwhelming overpopulation of AD in Cyrodil, AD is also the only one with a dedicated pulse group that's about to get buffed to god status.
Please pipe up if anyone in the pulse spam group on AD is at all turned off by this.
How can you believe what you are saying?
Those impulse groups cannot exist without the target cap.
Their radius isn't magically increased with the removal of the target cap, they still have one of the lowest reach in game and will still hit just as many targets as before. Which is, unless they meet another "ball", 2 to 3 targets at a time while they are moving. If two of those groups meet each other they'll instantly wipe each other and, unless they like the randomness, will never do it again.
The strength of those groups doesn't come from impulse but from the damage immunity they gain through the target cap. Avoiding most incoming damage means they can get in range of impulse and use it as a low skill focus fire tool by just following the crown.
Have you ever had a lone impulse user try to jump into your group? How long did he last? Not long I bet. Well it's the same with a group trying to approach you, if you can hit all of them at once, they all die pretty quickly.
The removal of the aoe caps is a direct nerf to impulse, to the point where it may become completely obsolete.
You make the point thezergball damage is based around pbaoe at present and cite that literally have to run past targets to be in range.
Does the zergball have to use pbaoe and not aoe in general ? Is there not an alternative aoe they can use instead ?
Rune_Relic wrote: »Because if there is a way....those 2-3 targets you state at the moment become unlimited in the same way as those attacking the zergball. All you have done is made the zergball much more powerful at the same time as everyone else. Yes you can wipe them qicker....but they can also wipe you quicker.
Rune_Relic wrote: »Then there is the issue of all the extra calculations needed for the vastly instensified aoe that everyone can do hit many more targets. How is this going to make server lag better ? Lag that already crashes the systems.
Rune_Relic wrote: »
Alternatively....a large % of GW2 population has moved to ESO and bought such tactics with them ?
I am sure I can pull a 100 reasons out of the air and GW2 does not have identical game mechanics and calculations as ESO does. The implications of cap removal are not completely known. The side effects may be abysmal.
Rune_Relic wrote: »
Alternatively....a large % of GW2 population has moved to ESO and bought such tactics with them ?
...
a very simple problem actually zenimax. you dont have to think of a very complex solution to this that will change lots of things that will become another cause of problems. my advice is, use the Moba games strategy for this spamming, same type of aoe skill wont affect a player that was just previously affected by it. so a player can not take 10 impulse damage from 10 different enemy players. if they use different kinds of aoes, then thats almost a thing next to smart gaming and group strategy or synergy or teamwork.. pve wont also be affected with this..
problem solved!