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How to fix Impulse, Wall of Elements, and other AOE abilities

RinaldoGandolphi
RinaldoGandolphi
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Hi,

this is just a thought, but i think this im going outline below is how you stop the lag and AOE spamming on PVP.

1. Give Impulse, Wall of Elements, and and other AOE Diminishing Marginal Returns - This means for each player that is in range of the spell, reduce the damage by 9%, with a max reduction of 54% at 6 targets.

AOE attacks are meant to be supplemental, not the main focus of your attack...PVE/PVP be darned, they can scale dungeon mobs to compensate for the nerf, but AOE should have diminishing returns. if 6 targets are in range of Impulse, damage is reduced by 54%. AOE is meant to be used on 2-3 targets, not 5 or more, if you use it on 5 or more, your returns should be smaller and it should have horrid mana efficiency.

2. Give Impulse, Wall of Elements, and other AOE the same nerf Bolt Escape got - after 1 cast, the next cast within 4 seconds costs 50% more and halves your mana regeneration for 4 seconds.

3. Healing Springs should not restore ultimate unless healing a target thats health is below 100% and nerf Healing Springs/Ultimate generation by 5%- - This takes away some of the incentive for spamming this skill over and over, and over again, while still being a useful heal. Perhaps also slightly increase its cost.

This deters folks from spamming AOE over and over and lagging the server.

They need to do something to deter this AOE spamming in pVP, it causes too much lag...we have siege, ballista's, etc to use if we want AOE attacks....this will encourage folks to use siege instead of Impulse and the like.

just my 2 cents.





Rinaldo Gandolphi-Breton Sorcerer Daggerfall Covenant
Juste Gandolphi Dark Elf Templar Daggerfall Covenant
Richter Gandolphi - Dark Elf Dragonknight Daggerfall Covenant
Mathias Gandolphi - Breton Nightblade Daggerfall Covenant
RinaldoGandolphi - High Elf Sorcerer Aldmeri Dominion
Officer Fire and Ice
Co-GM - MVP



Sorcerer's - The ONLY class in the game that is punished for using its class defining skill (Bolt Escape)

"Here in his shrine, that they have forgotten. Here do we toil, that we might remember. By night we reclaim, what by day was stolen. Far from ourselves, he grows ever near to us. Our eyes once were blinded, now through him do we see. Our hands once were idle, now through them does he speak. And when the world shall listen, and when the world shall see, and when the world remembers, that world will cease to be. - Miraak

  • Samadhi
    Samadhi
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    woodsro wrote: »
    ...
    2. Give Impulse, Wall of Elements, and other AOE the same nerf Bolt Escape got - after 1 cast, the next cast within 4 seconds costs 50% more and halves your mana regeneration for 4 seconds.
    ...

    Wonder how different the game would be if all skills functioned like this.
    "If you want others to be happy, practice compassion. If you want to be happy, practice compassion." -- the 14th Dalai Lama
    Wisdom is doing Now that which benefits you later.
  • Asgari
    Asgari
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    Samadhi wrote: »
    woodsro wrote: »
    ...
    2. Give Impulse, Wall of Elements, and other AOE the same nerf Bolt Escape got - after 1 cast, the next cast within 4 seconds costs 50% more and halves your mana regeneration for 4 seconds.
    ...

    Wonder how different the game would be if all skills functioned like this.

    It would just be another game no one plays...
    Formerly @Persian_Princess .. Now @Asgari
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  • Ifthir_ESO
    Ifthir_ESO
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    Make AoE skills cost 2-3x as much in PvP.
  • Sanct16
    Sanct16
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    Ye make AOE useless. Snipe, HERE I COME.
    - EU - Raid Leader of Banana Zerg Squad
    AD | AR 50 | Sanct Fir'eheal | ex Mana DK @31.10.2015
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    >320.000.000 AP
  • SRIBES
    SRIBES
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    woodsro wrote: »
    Hi,

    this is just a thought, but i think this im going outline below is how you stop the lag and AOE spamming on PVP.

    1. Give Impulse, Wall of Elements, and and other AOE Diminishing Marginal Returns - This means for each player that is in range of the spell, reduce the damage by 9%, with a max reduction of 54% at 6 targets.

    AOE attacks are meant to be supplemental, not the main focus of your attack...PVE/PVP be darned, they can scale dungeon mobs to compensate for the nerf, but AOE should have diminishing returns. if 6 targets are in range of Impulse, damage is reduced by 54%. AOE is meant to be used on 2-3 targets, not 5 or more, if you use it on 5 or more, your returns should be smaller and it should have horrid mana efficiency.

    2. Give Impulse, Wall of Elements, and other AOE the same nerf Bolt Escape got - after 1 cast, the next cast within 4 seconds costs 50% more and halves your mana regeneration for 4 seconds.

    3. Healing Springs should not restore ultimate unless healing a target thats health is below 100% and nerf Healing Springs/Ultimate generation by 5%- - This takes away some of the incentive for spamming this skill over and over, and over again, while still being a useful heal. Perhaps also slightly increase its cost.

    This deters folks from spamming AOE over and over and lagging the server.

    They need to do something to deter this AOE spamming in pVP, it causes too much lag...we have siege, ballista's, etc to use if we want AOE attacks....this will encourage folks to use siege instead of Impulse and the like.

    just my 2 cents.





    So make AOE spells either lag the server or make them become usless. Tbh the big reason AoEs are used is to gain ultimate.
  • jnjdun_ESO
    jnjdun_ESO
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    And do something about *****ng bat swarm while you're fixing AoE abilities and ultimate generation.

    Over half of the time one of my ultimates (practiced incantation) won't work and bugs out if enemies are bat swarming anywhere near me. Nothing happens and I lose my ultimate points. Frustrating as heck.

    The same thing happens to my husband....also a templar and the same ultimate bugs out. It took us a while to make the correlation between bat swarm and that ability saying NOPE, but we're pretty sure now that's what causes that particularly fun event.
    Giggle Purrz'Pantz Khajiit Templar
    Fuzzy Jenna'Tullz Khajiit DK
    Eileen U'Lickette Bosmer Sorc
    Ginny Fleasly Khajiit NB
    Jenny Tull'Whortz Bosmer baby NB
  • Teargrants
    Teargrants
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    woodsro wrote: »
    3. Healing Springs should not restore ultimate unless healing a target thats health is below 100% and nerf Healing Springs/Ultimate generation by 5%-
    Spell Symmetry.
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    ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
    EP ※ Teargrants ※
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    DC ※ Kirsi ※
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    #JustOutOfRenderRange
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    ┬┴┬┴┤(・_├┬┴┬┴
  • Manoekin
    Manoekin
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    woodsro wrote: »
    Hi,

    this is just a thought, but i think this im going outline below is how you stop the lag and AOE spamming on PVP.

    AOE is meant to be used on 2-3 targets, not 5 or more, if you use it on 5 or more, your returns should be smaller and it should have horrid mana efficiency.

    Wot... AOE is meant to be used on the most people possible. That's the entire point of it. It should cost more magicka/stamina is all.
  • RinaldoGandolphi
    RinaldoGandolphi
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    Above was just examples, to be honest upping cost would probably be enough, but I personally would rather see siege get preference over AOE. Siege does AOE, does great damage, but it doesn't lag things to death like impulse, wall of elements, etc

    Zeni needs to push the focus more towards siege like they removed FC to try and spread things out a bit.
    Rinaldo Gandolphi-Breton Sorcerer Daggerfall Covenant
    Juste Gandolphi Dark Elf Templar Daggerfall Covenant
    Richter Gandolphi - Dark Elf Dragonknight Daggerfall Covenant
    Mathias Gandolphi - Breton Nightblade Daggerfall Covenant
    RinaldoGandolphi - High Elf Sorcerer Aldmeri Dominion
    Officer Fire and Ice
    Co-GM - MVP



    Sorcerer's - The ONLY class in the game that is punished for using its class defining skill (Bolt Escape)

    "Here in his shrine, that they have forgotten. Here do we toil, that we might remember. By night we reclaim, what by day was stolen. Far from ourselves, he grows ever near to us. Our eyes once were blinded, now through him do we see. Our hands once were idle, now through them does he speak. And when the world shall listen, and when the world shall see, and when the world remembers, that world will cease to be. - Miraak

  • Manoekin
    Manoekin
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    woodsro wrote: »
    Above was just examples, to be honest upping cost would probably be enough, but I personally would rather see siege get preference over AOE. Siege does AOE, does great damage, but it doesn't lag things to death like impulse, wall of elements, etc

    Zeni needs to push the focus more towards siege like they removed FC to try and spread things out a bit.

    Like instead of both factions hitting fare, one gets fare and the other gets bloodmayne/blackboot?

    ;)
  • Insurrektion
    Insurrektion
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    woodsro wrote: »
    Hi,

    this is just a thought, but i think this im going outline below is how you stop the lag and AOE spamming on PVP.

    1. Give Impulse, Wall of Elements, and and other AOE Diminishing Marginal Returns - This means for each player that is in range of the spell, reduce the damage by 9%, with a max reduction of 54% at 6 targets.

    AOE attacks are meant to be supplemental, not the main focus of your attack...PVE/PVP be darned, they can scale dungeon mobs to compensate for the nerf, but AOE should have diminishing returns. if 6 targets are in range of Impulse, damage is reduced by 54%. AOE is meant to be used on 2-3 targets, not 5 or more, if you use it on 5 or more, your returns should be smaller and it should have horrid mana efficiency.

    2. Give Impulse, Wall of Elements, and other AOE the same nerf Bolt Escape got - after 1 cast, the next cast within 4 seconds costs 50% more and halves your mana regeneration for 4 seconds.

    3. Healing Springs should not restore ultimate unless healing a target thats health is below 100% and nerf Healing Springs/Ultimate generation by 5%- - This takes away some of the incentive for spamming this skill over and over, and over again, while still being a useful heal. Perhaps also slightly increase its cost.

    This deters folks from spamming AOE over and over and lagging the server.

    They need to do something to deter this AOE spamming in pVP, it causes too much lag...we have siege, ballista's, etc to use if we want AOE attacks....this will encourage folks to use siege instead of Impulse and the like.

    just my 2 cents.




    1)Will promote stacking
    AoE attacks being supplemental to single-target attacks is a matter of opinion. If a person primarily seeks pvp against groups, why I'll be darned you've found someone who uses single target attacks as supplemental to aoe in regards to finishing off individual opponents!

    2)You should not encourage this type of nerf aimed at aoe. Bolt Escape got it's nerf to limit how much a person can escape over a given period of time. It has a..4 second delay before the cost can remain the same, right? The idea is that people can still use the spell but not as a means of completely getting out of battle. To tell people they cannot win a battle with AoE's is like taking a dump on Aoe_BBQ's chest. It'd promote zergballs and clustering which is a major contributor to our Cyrodiil lag. The lag is a bigger problem than people use AoE's against groups (like they should lol).

    3)Just take away Healing Springs generating Ult on targets that aren't injured. It already had it's magicka regeneration nerfed. You don't want to nerf it into extinction by punishing people who're using the spell properly. I mean FFS it only affects THREE targets now and it doesn't even heal for that much. People only really use it now for the Ult generation out of combat. What it needs is take that away and then make it usable for healing again with a buff to the number of affected targets to 6.

    The AoE spamming isn't causing the lag its large numbers of people in a single area. The AoEs are the only thing discouraging people from clustering up. You have the right intentions but are going about it all wrong. I find asking Why? to every answer until you cannot anymore will get you to the root cause of a problem. You do not want to address symptoms of problems, you want to address the problem itself.

    There is lag. Why? Because there are large groups of people together in a small area. Why? To take keeps quickly. Why? To reduce the chances of the enemy successfully gathering and defending a keep. Why? To win the game. There is lag to win the game, and ZoS should consider upgrading their capabilities.

    There are AoEs. Why? To kill large clusters of people quickly. Why? To win the battles. Why? To win the game. There are AoEs because people are trying to win the game. To address, this, ZOS should consider upgrading their capabilities.

    As you can see the problem isn't AoEs. The underlying problems will still be there, and may even be exacerbated, if you try to address symptoms instead of problems.
  • Maidenname
    Maidenname
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    woodsro wrote: »
    Hi,


    3. Healing Springs should not restore ultimate unless healing a target thats health is below 100% and nerf Healing Springs/Ultimate generation by 5%- - This takes away some of the incentive for spamming this skill over and over, and over again, while still being a useful heal. Perhaps also slightly increase its cost.





    Then all trials and Dungeon run will have big dent ... Healing springs help charge ulti that otherwise would make PVE endgame a huge struggle and frustration.
    Edited by Maidenname on November 19, 2014 12:39AM
    He who knows others is intelligent; he who understands himself is enlightened;
    He who is able to conquer others has force, but he who is able to control himself is mighty.

    *** Beta player
  • xMovingTarget
    xMovingTarget
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    Yes! Please break PvE! Nobody cares about it anyway.. /sarcasm off

    Try do sanctum ophidia with your suggestions. Its utter BS what you said dude. No offence.
    Edited by xMovingTarget on November 19, 2014 12:47AM
  • Keron
    Keron
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    I mean FFS it only affects THREE targets now and it doesn't even heal for that much. People only really use it now for the Ult generation out of combat. What it needs is take that away and then make it usable for healing again with a buff to the number of affected targets to 6.
    Only the mana reg was limited to three targets. Healing should still affect six targets. At least illustrious healing (the other morph) does that.
  • Durham
    Durham
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    woodsro wrote: »
    Hi,

    this is just a thought, but i think this im going outline below is how you stop the lag and AOE spamming on PVP.

    1. Give Impulse, Wall of Elements, and and other AOE Diminishing Marginal Returns - This means for each player that is in range of the spell, reduce the damage by 9%, with a max reduction of 54% at 6 targets.

    AOE attacks are meant to be supplemental, not the main focus of your attack...PVE/PVP be darned, they can scale dungeon mobs to compensate for the nerf, but AOE should have diminishing returns. if 6 targets are in range of Impulse, damage is reduced by 54%. AOE is meant to be used on 2-3 targets, not 5 or more, if you use it on 5 or more, your returns should be smaller and it should have horrid mana efficiency.

    2. Give Impulse, Wall of Elements, and other AOE the same nerf Bolt Escape got - after 1 cast, the next cast within 4 seconds costs 50% more and halves your mana regeneration for 4 seconds.

    3. Healing Springs should not restore ultimate unless healing a target thats health is below 100% and nerf Healing Springs/Ultimate generation by 5%- - This takes away some of the incentive for spamming this skill over and over, and over again, while still being a useful heal. Perhaps also slightly increase its cost.

    This deters folks from spamming AOE over and over and lagging the server.

    They need to do something to deter this AOE spamming in pVP, it causes too much lag...we have siege, ballista's, etc to use if we want AOE attacks....this will encourage folks to use siege instead of Impulse and the like.

    just my 2 cents.




    1)Will promote stacking
    AoE attacks being supplemental to single-target attacks is a matter of opinion. If a person primarily seeks pvp against groups, why I'll be darned you've found someone who uses single target attacks as supplemental to aoe in regards to finishing off individual opponents!

    2)You should not encourage this type of nerf aimed at aoe. Bolt Escape got it's nerf to limit how much a person can escape over a given period of time. It has a..4 second delay before the cost can remain the same, right? The idea is that people can still use the spell but not as a means of completely getting out of battle. To tell people they cannot win a battle with AoE's is like taking a dump on Aoe_BBQ's chest. It'd promote zergballs and clustering which is a major contributor to our Cyrodiil lag. The lag is a bigger problem than people use AoE's against groups (like they should lol).

    3)Just take away Healing Springs generating Ult on targets that aren't injured. It already had it's magicka regeneration nerfed. You don't want to nerf it into extinction by punishing people who're using the spell properly. I mean FFS it only affects THREE targets now and it doesn't even heal for that much. People only really use it now for the Ult generation out of combat. What it needs is take that away and then make it usable for healing again with a buff to the number of affected targets to 6.

    The AoE spamming isn't causing the lag its large numbers of people in a single area. The AoEs are the only thing discouraging people from clustering up. You have the right intentions but are going about it all wrong. I find asking Why? to every answer until you cannot anymore will get you to the root cause of a problem. You do not want to address symptoms of problems, you want to address the problem itself.

    There is lag. Why? Because there are large groups of people together in a small area. Why? To take keeps quickly. Why? To reduce the chances of the enemy successfully gathering and defending a keep. Why? To win the game. There is lag to win the game, and ZoS should consider upgrading their capabilities.

    There are AoEs. Why? To kill large clusters of people quickly. Why? To win the battles. Why? To win the game. There are AoEs because people are trying to win the game. To address, this, ZOS should consider upgrading their capabilities.

    As you can see the problem isn't AoEs. The underlying problems will still be there, and may even be exacerbated, if you try to address symptoms instead of problems.

    AOE spamming IS CAUSING THE LAG even ZoS admits this... Balling up and AOE is a known problem however the solution could be a bigger problem... That is why ZOS is stuck between a rock and a hard place.......
    PVP DEADWAIT
    PVP The Unguildables
  • RinaldoGandolphi
    RinaldoGandolphi
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    Generating ulty by spamming HS out of combat shouldn't even be an option, if that's the logic we have, I should be able to spam lighting flood repeatedly at the floor so I can generate free ulty too without hitting a target.

    Since the healing springs is not restoring a single hp out of combat to people at 100% health, it should not be generating ulty. That would be no different then impulse spamming out of combat generating ulty, its a stupid mechanic (no offense)

    I'm all for letting HS heal 6 targets and Gen ulty when its being used in combat or actually healing people, but not spamming it out of combat on full health targets.

    Rinaldo Gandolphi-Breton Sorcerer Daggerfall Covenant
    Juste Gandolphi Dark Elf Templar Daggerfall Covenant
    Richter Gandolphi - Dark Elf Dragonknight Daggerfall Covenant
    Mathias Gandolphi - Breton Nightblade Daggerfall Covenant
    RinaldoGandolphi - High Elf Sorcerer Aldmeri Dominion
    Officer Fire and Ice
    Co-GM - MVP



    Sorcerer's - The ONLY class in the game that is punished for using its class defining skill (Bolt Escape)

    "Here in his shrine, that they have forgotten. Here do we toil, that we might remember. By night we reclaim, what by day was stolen. Far from ourselves, he grows ever near to us. Our eyes once were blinded, now through him do we see. Our hands once were idle, now through them does he speak. And when the world shall listen, and when the world shall see, and when the world remembers, that world will cease to be. - Miraak

  • Insurrektion
    Insurrektion
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    Durham wrote: »
    woodsro wrote: »
    Hi,

    this is just a thought, but i think this im going outline below is how you stop the lag and AOE spamming on PVP.

    1. Give Impulse, Wall of Elements, and and other AOE Diminishing Marginal Returns - This means for each player that is in range of the spell, reduce the damage by 9%, with a max reduction of 54% at 6 targets.

    AOE attacks are meant to be supplemental, not the main focus of your attack...PVE/PVP be darned, they can scale dungeon mobs to compensate for the nerf, but AOE should have diminishing returns. if 6 targets are in range of Impulse, damage is reduced by 54%. AOE is meant to be used on 2-3 targets, not 5 or more, if you use it on 5 or more, your returns should be smaller and it should have horrid mana efficiency.

    2. Give Impulse, Wall of Elements, and other AOE the same nerf Bolt Escape got - after 1 cast, the next cast within 4 seconds costs 50% more and halves your mana regeneration for 4 seconds.

    3. Healing Springs should not restore ultimate unless healing a target thats health is below 100% and nerf Healing Springs/Ultimate generation by 5%- - This takes away some of the incentive for spamming this skill over and over, and over again, while still being a useful heal. Perhaps also slightly increase its cost.

    This deters folks from spamming AOE over and over and lagging the server.

    They need to do something to deter this AOE spamming in pVP, it causes too much lag...we have siege, ballista's, etc to use if we want AOE attacks....this will encourage folks to use siege instead of Impulse and the like.

    just my 2 cents.




    1)Will promote stacking
    AoE attacks being supplemental to single-target attacks is a matter of opinion. If a person primarily seeks pvp against groups, why I'll be darned you've found someone who uses single target attacks as supplemental to aoe in regards to finishing off individual opponents!

    2)You should not encourage this type of nerf aimed at aoe. Bolt Escape got it's nerf to limit how much a person can escape over a given period of time. It has a..4 second delay before the cost can remain the same, right? The idea is that people can still use the spell but not as a means of completely getting out of battle. To tell people they cannot win a battle with AoE's is like taking a dump on Aoe_BBQ's chest. It'd promote zergballs and clustering which is a major contributor to our Cyrodiil lag. The lag is a bigger problem than people use AoE's against groups (like they should lol).

    3)Just take away Healing Springs generating Ult on targets that aren't injured. It already had it's magicka regeneration nerfed. You don't want to nerf it into extinction by punishing people who're using the spell properly. I mean FFS it only affects THREE targets now and it doesn't even heal for that much. People only really use it now for the Ult generation out of combat. What it needs is take that away and then make it usable for healing again with a buff to the number of affected targets to 6.

    The AoE spamming isn't causing the lag its large numbers of people in a single area. The AoEs are the only thing discouraging people from clustering up. You have the right intentions but are going about it all wrong. I find asking Why? to every answer until you cannot anymore will get you to the root cause of a problem. You do not want to address symptoms of problems, you want to address the problem itself.

    There is lag. Why? Because there are large groups of people together in a small area. Why? To take keeps quickly. Why? To reduce the chances of the enemy successfully gathering and defending a keep. Why? To win the game. There is lag to win the game, and ZoS should consider upgrading their capabilities.

    There are AoEs. Why? To kill large clusters of people quickly. Why? To win the battles. Why? To win the game. There are AoEs because people are trying to win the game. To address, this, ZOS should consider upgrading their capabilities.

    As you can see the problem isn't AoEs. The underlying problems will still be there, and may even be exacerbated, if you try to address symptoms instead of problems.

    AOE spamming IS CAUSING THE LAG even ZoS admits this... Balling up and AOE is a known problem however the solution could be a bigger problem... That is why ZOS is stuck between a rock and a hard place.......

    ZOS implemented the FX slider to help people's graphics cards reduce the load so the gameplay is smoother. Your graphics card has nothing to do with the stability of your connection.
  • RinaldoGandolphi
    RinaldoGandolphi
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    Well I got through a few trials without doing that. But again its BS and borderline exploit to build ulty that way. If that's ok, then spamming any AOE attack out of combat should gen ulty too so its fair to everyone who didn't spec resto staff, two handed users should be able to do the same thing spamming carve, I could go on, but I'm hoping I'm making my point how dumb it is.

    Ultimates are supposed to be you know a little rarer, so when you use them, they are meaningful, they shouldn't be something you can build whenever you want out of combat on tap. If that's the case, why bother calling them an ultimate? Just give us a 6th skill slot for it and a cost and call it a day.

    Rinaldo Gandolphi-Breton Sorcerer Daggerfall Covenant
    Juste Gandolphi Dark Elf Templar Daggerfall Covenant
    Richter Gandolphi - Dark Elf Dragonknight Daggerfall Covenant
    Mathias Gandolphi - Breton Nightblade Daggerfall Covenant
    RinaldoGandolphi - High Elf Sorcerer Aldmeri Dominion
    Officer Fire and Ice
    Co-GM - MVP



    Sorcerer's - The ONLY class in the game that is punished for using its class defining skill (Bolt Escape)

    "Here in his shrine, that they have forgotten. Here do we toil, that we might remember. By night we reclaim, what by day was stolen. Far from ourselves, he grows ever near to us. Our eyes once were blinded, now through him do we see. Our hands once were idle, now through them does he speak. And when the world shall listen, and when the world shall see, and when the world remembers, that world will cease to be. - Miraak

  • RinaldoGandolphi
    RinaldoGandolphi
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    PBAOE are hard to balance, either they are OP like impulse or bad like Solar Barrage.

    Maybe they just need to remove impulse and replace it with a directional type of AOE perhaps similar to lighting flood where you have to hit the button, aim it, hit the button again. This way you can't just walk around and press 1 button killing everything around you all clumped together.

    I really have no prob with wall of elements, it has to be aim and is best used in choke points, it serves its purpose, you don't see folks group walking around spamming WOE that much because it don't work well, but its still a deadly aoe in the right situation such as a wall breech.

    I have had to resort to laying daedric mines and using BE to get away from these folks doing this, as it slows them down enough considering most of the time you can't even see the effects to tell when your being hit till your half dead.

    Right now this game facilitates and encourages stacking and spamming impulse, the lag this creates with high concentrations of people is ruining the experience.

    If folks don't want to Nerf these aoe attacks, then a skill needs to be put into the game that functions like immovable does, but us a direct counter to aoe that makes you immune to aoe for 8 seconds like immovable makes you cc immune, introduce a hard counter to AOE attacks then, and perhaps things will level out. If CC can have a counter with immovable, the I see no reason aoe should not have a hard counter either, because annulment sure don't cut the mustard.
    Rinaldo Gandolphi-Breton Sorcerer Daggerfall Covenant
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    Sorcerer's - The ONLY class in the game that is punished for using its class defining skill (Bolt Escape)

    "Here in his shrine, that they have forgotten. Here do we toil, that we might remember. By night we reclaim, what by day was stolen. Far from ourselves, he grows ever near to us. Our eyes once were blinded, now through him do we see. Our hands once were idle, now through them does he speak. And when the world shall listen, and when the world shall see, and when the world remembers, that world will cease to be. - Miraak

  • Muizer
    Muizer
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    They should nerf AoE, the sooner the better and the more severe the better. I'm sorry, but apart from the lag it obviously causes, it's also ruining PvP, because it's, well, dumb. What's the fun in people pouring in destructive energy into a general area. It requires no skill at all and removes the fun for people who want to play the game properly, i.e. warfare as scaled up duelling. Bah.
    Edited by Muizer on November 19, 2014 10:54AM
    Please stop making requests for game features. ZOS have enough bad ideas as it is!
  • Keron
    Keron
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    woodsro wrote: »
    Maybe they just need to remove impulse and replace it with a directional type of AOE perhaps similar to lighting flood where you have to hit the button, aim it, hit the button again. This way you can't just walk around and press 1 button killing everything around you all clumped together.
    In my experience not completely correct. At least with illustrious healing (sp?) if you hit the button twice in a row, it will cast the spell on the "default" target circle, that being the last circle in relation to your char that you cast.

    That means, target & cast it once and then mash button twice as fast and you will still spam it. I'll try with Volcanic Rune this evening if it behaves similarly.
  • Nijjion
    Nijjion
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    Something small has to be done to AoEs once caps get removed but nothing big... tbh I think they are fine even with caps gone... I would just say suck it up and don't *** stand on top of each other like idiots.

    Though if something has to be done either a fall off damage like DAoC had (though ranges of aoes like impulse will have to be changed back to their default/pre nerfed size). Or maybe your number 1 option but don't implement anything till about 10 people with a maximum of 50% damage after that... but tbh that's just more calculations that aren't needed.

    Thinking about it #1 probably won't work as that's the calculation we want to get rid of with the AoE cap removal. (Possible cause of lag we having atm).
    Edited by Nijjion on November 19, 2014 2:09PM
    NijjijjioN - DK - AR27
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    Eagerly awaiting Camelot Unchained.
  • Joy_Division
    Joy_Division
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    These skills are not broken.

    The AoE cap and Zenimax's servers are.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • RinaldoGandolphi
    RinaldoGandolphi
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    the more I think about this, the more i think a hard counter is the answer.

    Crowd Control, Stuns, etc are countered by Immovable.

    Ranged Magic Spellls are countered by Annulment.


    All we need is a "hard counter" to AOE.

    I propose the following skill to be added to the game:
    Unshakeable Will - Cost 350 Magicka - Duration 8 seconds - Target - Self - Cast time- Instant

    Description: - Makes the player immune to AOE damage spells for 8 seconds. 50% cost increase if cast again within 11 seconds. While under the effect of Unshakeable Will, the players own AOE attacks will deal 70% less damage for 8 seconds.

    Morphs -

    Valor of Combat - Increases Health and Stamina Regeneration by 33%, increases weapon damage by 13%.

    Unbrindled Rage - Reduces AOE damage taken by 50% instead of 100%, but returns 80% of AOE damage back to the attacker. 50% cost increase if cast again within 11 seconds.

    seriously, remove the caps, Add that Skill into the Game Zeni, and we will be good. AOE will then have a hard counter like every other skill in this game has, and all will be good...if Ranged Spells, and CC can have hard counters, so should AOE.
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    Sorcerer's - The ONLY class in the game that is punished for using its class defining skill (Bolt Escape)

    "Here in his shrine, that they have forgotten. Here do we toil, that we might remember. By night we reclaim, what by day was stolen. Far from ourselves, he grows ever near to us. Our eyes once were blinded, now through him do we see. Our hands once were idle, now through them does he speak. And when the world shall listen, and when the world shall see, and when the world remembers, that world will cease to be. - Miraak

  • frosth.darkomenb16_ESO
    frosth.darkomenb16_ESO
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    Nice effort, but none of this is needed.
    These are smart solutions to a simple problem.
    Removing the aoe target cap will suffice to eliminate the problem you try to fix.

    If groups can get wiped in one shot by stacking, they won't stack.
    If they don't stack, they won't be easy to hit with aoes.
    If aoes are harder to use, they won't be spammed.
    If aoes aren't spammed, single target instant cast abilities will take over.

    It really is as simple as that.
  • GorraShatan
    GorraShatan
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    I'm not sure how we're supposed to punish zergs without AOE? The removal of ground oils have already made this hard.
  • Rylana
    Rylana
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    Nice effort, but none of this is needed.
    These are smart solutions to a simple problem.
    Removing the aoe target cap will suffice to eliminate the problem you try to fix.

    If groups can get wiped in one shot by stacking, they won't stack.
    If they don't stack, they won't be easy to hit with aoes.
    If aoes are harder to use, they won't be spammed.
    If aoes aren't spammed, single target instant cast abilities will take over.

    It really is as simple as that.

    While you and I disagree on AOE caps and their damage, etc etc, one thing I do know for sure is the lagbombs got awful once the cap was put in place.

    For those that dont remember, the AOE cap was put in place in the same patch (or the one right before) as the graphics update they did around 1.2.

    I have a feeling most of the lag is caused by the calculations for the cap.

    I do not support removal of AOE caps for the purpose of "breaking up zergs with smaller numbers" because as ive said before, that logic is flawed and faulty, and mostly rooted in hopes and dreams of badassery...

    but if its the calculations serverside that cause the bogdown, then I would support removal in that case. Id rather play a game of OP weapon damage stacked players trying to epeen vs more people than them than deal with constant game stutter/freeze/latency bombs.

    I mean at the end of the day, I am one of those people that would serve to benefit the most of my epic damage being delivered wholesale to more people that blob on me anyway. My DK is specifically specced for "bombing" as it were.
    Edited by Rylana on November 19, 2014 5:26PM
    @rylanadionysis == Closed Beta Tester October 2013 == Retired October 2016 == Uninstalled @ One Tamriel Release == Inactive Indefinitely
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  • frosth.darkomenb16_ESO
    frosth.darkomenb16_ESO
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    The target cap was actually always there.
    There were just a couple "buged" abilities that got fixed in the patch that revealed its presence in the game.
    That knowledge is what created the stacking tactics, because before it, no one was doing it, aside perhaps people that noticed it either during beta or early launch.

    And indeed, the lag started then.
    I think everyone remembers how smooth PvP was during beta and launch and how overnight the lag started as people started stacking.

    I don't understand what more proof you need.
    History pretty much tells you that, in the context of ESO, target cap = stacking, no target cap = spreading out.
    It was the same in Shadowbane and GW2.

    And while you don't see the logic, it is perfectly easy to explain.
    No one would in their right mind refuse damage mitigation for just stacking on top of its buddy thanks to the cap. And no one in their right mind would stack on their buddy if it meant getting wiped in one easy focus fire.
  • Rylana
    Rylana
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    ✭✭✭✭✭
    The target cap was actually always there.
    There were just a couple "buged" abilities that got fixed in the patch that revealed its presence in the game.
    That knowledge is what created the stacking tactics, because before it, no one was doing it, aside perhaps people that noticed it either during beta or early launch.

    And indeed, the lag started then.
    I think everyone remembers how smooth PvP was during beta and launch and how overnight the lag started as people started stacking.

    I don't understand what more proof you need.
    History pretty much tells you that, in the context of ESO, target cap = stacking, no target cap = spreading out.
    It was the same in Shadowbane and GW2.

    And while you don't see the logic, it is perfectly easy to explain.
    No one would in their right mind refuse damage mitigation for just stacking on top of its buddy thanks to the cap. And no one in their right mind would stack on their buddy if it meant getting wiped in one easy focus fire.

    Its not about math. Its about how the players in this game are. You take a raid of highly specialized DPS machines and take away their caps, and youve just created a deathball no one is going to stop.
    @rylanadionysis == Closed Beta Tester October 2013 == Retired October 2016 == Uninstalled @ One Tamriel Release == Inactive Indefinitely
    Ebonheart Pact: Lyzara Dionysis - Sorc - AR 37 (Former Empress of Blackwater Blade and Haderus) == Shondra Dionysis - Temp - AR 23 == Arrianaya Dionysis - DK - AR 17
    Aldmeri Dominion: Rylana Dionysis - DK - AR 25 == Kailiana - NB - AR 21 == Minerva Dionysis - Temp - AR 21 == Victoria Dionysis - Sorc - AR 13
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  • frosth.darkomenb16_ESO
    frosth.darkomenb16_ESO
    ✭✭✭✭
    Rylana wrote: »
    The target cap was actually always there.
    There were just a couple "buged" abilities that got fixed in the patch that revealed its presence in the game.
    That knowledge is what created the stacking tactics, because before it, no one was doing it, aside perhaps people that noticed it either during beta or early launch.

    And indeed, the lag started then.
    I think everyone remembers how smooth PvP was during beta and launch and how overnight the lag started as people started stacking.

    I don't understand what more proof you need.
    History pretty much tells you that, in the context of ESO, target cap = stacking, no target cap = spreading out.
    It was the same in Shadowbane and GW2.

    And while you don't see the logic, it is perfectly easy to explain.
    No one would in their right mind refuse damage mitigation for just stacking on top of its buddy thanks to the cap. And no one in their right mind would stack on their buddy if it meant getting wiped in one easy focus fire.

    Its not about math. Its about how the players in this game are. You take a raid of highly specialized DPS machines and take away their caps, and youve just created a deathball no one is going to stop.

    But they use the cap defensively, not offensively.

    Against non organised players, those that spread out for lack of crown to follow, they hit at most 2 or 3 targets at a time as they progress through the mass. Removing the cap won't change the fact that they one shot those people.

    They aren't made stronger offensively by the removal of the cap.
    The only case where they are made stronger is against other stacks, which would be like flipping a coin for which one wipes the other in an instant.

    However, those unorganised player that still have the common sense to cast aoes at the stack would now do damage instead of getting most of their damage ignored due to the cap.
    The stacking groups would take enough dps to feel it and have to adapt, and get one shoted as soon as they meet another organized but spread out group.

    It's not only math but common sense.
    If you intend to win at a video game, you avoid chances of getting one shotted.
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