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AoE cap is not the problem!

  • NordJitsu
    NordJitsu
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    When they first implemented AoE caps, people said "if you do this, this is what will happen. People will start clumping up and zerging. That has been the result in every other game."

    They did it and lo and behold, that's what happened.

    How do you think that's not the problem?

    They've already nerfed AoE ult generation and Impulse. It's made things WORSE.

    You think doing it more will make things better?


    What's the definition of insanity?
    @NordJitsu - Guild Master (Main Character = Hlaalu Idas)
    GREAT HOUSE HLAALU
  • Roechacca
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    NordJitsu wrote: »
    What's the definition of insanity?

    in·san·i·ty
    inˈsanədē/
    noun
    the state of being seriously mentally ill; madness.
    "he suffered from bouts of insanity"
    synonyms: mental illness, madness, dementia
  • NordJitsu
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    Also, doing the same thing over and over and expecting different results.

    I think AoE across the board, including Impulse, needs a buff. I also think ult genration should go back to how it was and AoE caps should be removed.

    That's how you bust zergs and it's why the game was less zergy in beta and shortly after launch.
    @NordJitsu - Guild Master (Main Character = Hlaalu Idas)
    GREAT HOUSE HLAALU
  • Roechacca
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    NordJitsu wrote: »
    Also, doing the same thing over and over and expecting different results.

    I think AoE across the board, including Impulse, needs a buff. I also think ult genration should go back to how it was and AoE caps should be removed.

    That's how you bust zergs and it's why the game was less zergy in beta and shortly after launch.

    That's Einstein's definition . I call that behavior cRaZy , not insanity .

    But ok , I'll bite . Explain please if you will how lifting the AOE cap and buffing AOE's will stop Impulse train fighting techniques .

    I'm not in the know an it's an honest question . No sarcasm intended .
  • Lava_Croft
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    Teargrants wrote: »
    Lava_Croft wrote: »
    You folks do realize that none of you have any meaningful insight into the inner workings of ESO that could apply to a discussion about wether AoE caps cause technical problems or not, right?
    Because the devs themselves saying that the AoE cap causes technical problems is in no way 'meaningful' or 'insightful', right?
    'Technical problems' is a really insightful comment. I bet you know a lot more about ESO's inner workings thanks to that insight from the devs!
  • NordJitsu
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    @roechacca‌

    The reason we have "Impulse" trains, in the opinion of many, is that AoE caps encourage people to stand close together.

    When you have a cap of 6 targets, it makes sense for everyone to try to stand close enough that everyone would be in the radius of the AoE. That's because if you have 25 people standing in the radius, 19 of them will avoid all the damage due to the cap.

    Without AoE caps, the preferred strategy to minimize group damage is to spread out. That's because you want as few people as possible in the radius because everyone in the radius is harmed. So more distance= less damage.

    Ironically, this means that removing AoE caps would actually discourage the use of clumping and "Impulse trains" and increase the viability of single target damage.

    That's because when players spread out more, coordinated groups may find it advantageous to call targets and focus down with single-target (rather than using AoE) since the AoE will be less effective on a spread out group (and because it is easier to call targets on a spread out group than a clumped up one.)

    That's all a long winded way of saying that removing AoE caps would help to discourage zerging/clumping.

    The same logic applies to strong AoE vs. weak AoE. If AoE's are weak, then the disincentive to clump isn't very large. You're not taking that much damage either way, so maybe it still makes sense to clump to make it easy on your healers and avoid getting singled out and burned down. Strong AoE makes sure that the behavior is more heavily punished. I will say though that this applies more to ground target AoEs like Lightning Pool/Arrow Spray/Wall of Elements and less to insta-cast AoE like Impulse. Though it works in some measure for both.

    An additional benefit of uncapped-AoE is that it makes it possible for small/skilled/well-organized groups to beat larger zergs. Through coordination and intelligent placement of AoE, a group of 10 may be able to beat a group of 20+. This is far less likely to happen with AoE caps since the group of 10 won't be able to deal out enough damage to overcome the numerical discrepancy when some of their damage is being mitigated by caps.

    By capping targets and continually nerfing AoE options (in beta and since launch) ZOS has encouraged the behavior they meant to discourage, for the reasons above.
    @NordJitsu - Guild Master (Main Character = Hlaalu Idas)
    GREAT HOUSE HLAALU
  • Morvul
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    roechacca wrote: »
    NordJitsu wrote: »
    Also, doing the same thing over and over and expecting different results.

    I think AoE across the board, including Impulse, needs a buff. I also think ult genration should go back to how it was and AoE caps should be removed.

    That's how you bust zergs and it's why the game was less zergy in beta and shortly after launch.

    Explain please if you will how lifting the AOE cap and buffing AOE's will stop Impulse train fighting techniques .

    I'm not in the know an it's an honest question . No sarcasm intended .

    NordJitsu just explained it very well in a long text. Allow me to try a summary:

    In an ESO without AoE Caps, if your group of 8 meets a clumped up group - it does not matter how many they are. If your group of 8 has the initiative, you will insta-kill them. All of them. No matter if they are 8 or 80 or 800. If they are within the radius of your AoEs, they are dead.

    Therefore, groups of any size will be hesitant to clump up, unless they have a very good reason to do so for a short time - and even then it's dangerous. And "impulsetraining" while spread out... just does not work
  • Koensol
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    NordJitsu wrote: »
    Also, doing the same thing over and over and expecting different results.

    I think AoE across the board, including Impulse, needs a buff. I also think ult genration should go back to how it was and AoE caps should be removed.

    That's how you bust zergs and it's why the game was less zergy in beta and shortly after launch.
    But how do you prevent people usong batswarm and bolt escape from soloing entire raid groups? Their ult will be full in no time and it will be more bat spamming all over.

  • NordJitsu
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    @Koensol‌

    But if people aren't so clumped up, then generating Ult won't be as easy via AoE because you won't be hitting nearly as many targets.
    @NordJitsu - Guild Master (Main Character = Hlaalu Idas)
    GREAT HOUSE HLAALU
  • Koensol
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    NordJitsu wrote: »
    @Koensol‌

    But if people aren't so clumped up, then generating Ult won't be as easy via AoE because you won't be hitting nearly as many targets.
    @NordJitsu Sure, but that only goes for open field battles. In keep defense/assault situations there will be times where you are clumped up, whether you want it or not. In these situations it will be complete overkill and it will become (even more than now) an ultimate game.

    Therefore I suggest removing AoE cap, but with the ability to only gather ultimate points over 6 target max. This way the ult generation will be kept in balance with spamming AoE on big groups.

    Additionally I think this game needs better ranged splash AoE instead of only PBAoE. Blazing spear is an example. Hopefully spellcrafting will be the solution to this hiatus.

  • Keron
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    Keep in mind that aside from (some) templar skills, the high HPS healing spells are also area based. So to make e.g. Healing Springs effective, you need to have 6 people in its target area. This will remain an incentive to clump up, especially with the smart healing system, since this means that no matter how many are clumped, it's always the right targets that get the healing.

    If you remove the AoE caps, then the healing system either needs to be adjusted as well or you more or less invalidate all staff healers and reduce PvP healing to templars. Mutagen simply isn't strong enough on its own, especially since it can't be stacked even if cast by multiple players on the same target.
    Edited by Keron on December 11, 2014 11:05AM
  • Turelus
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    I still think friendly fire is the correct solution. :disagree:
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • ensignedb16_ESO
    I propose they introduce free aim as well as team damage!

    Also introduce taunts! Seriously, technically speaking: would this last thing put a big strain on server performance, or?
  • AltusVenifus
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    Make AOE that hits friendly players, cause damage to your magicka... like a dodge roll... spam AOE is then over...
  • eventide03b14a_ESO
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    Scamandros wrote: »
    eliisra wrote: »
    It is one of the problems, when it comes to bad performance.

    When there's a huge cluster of players spamming AoE and animations, the game needs to calculate which 6 will be taking dmg, heals or secondary effects. This adds more pressure on server capacity, eats memory and causes performance dips, delays and lag.

    This isn't some conspiracy theory made up by players, the info comes directly from ZoS staff.

    Alot of people say this but removing aoe caps isnt going to be the holy grail for fixing lag imo. There is no smart damage system that we know of so aoe attacks will hit the first 6 people that it finds within its radius and then stops, theres no more calculation needed.
    Without aoe caps when you have more then 6 people within range the game goes through similar steps of applying damage, but this time doesn't stop until it has identified all players within the range and applied damage to all them, and theres no limit to how many players that could be.

    I recall ZoS saying that they were reluctant to reintroduce camps with a respawn radius because it was a taxing calculation to work out whether people are within range.
    Determining which players are located close enough to be within aoe circles centred at a caster would use similar algorithms, which would imply removing aoe caps would create more stress on the server as there is no "you have found 6 players now, stop calculating" alert.
    For client side stuff image you now hit 12 people with a cast of impulse and the rng gods love you and apply burning to all 12. That is 6 more instantaneous graphical effects your system has to cope with then it does currently with a cap (of 6) in place does.

    You can argue that remoal of aoe caps will be the end of large groups, or zergs as they tend to be called, and thus you will rarely if ever enconter a situation where you will hit more then 6 people at once. The issue here is the game revolves around keep capture, and the flags for those keeps are in fairly confined spaces.
    Going in solo will get you mowed down by npcs or defenders, and going in with a zerg there will be too much incoming aoe for your healers to maintain. So ideally pushes are made in small to medium sized groups. But the other small to medium sized groups that would usually join to make a zerg don't simply disappear from the game, they have to be somewhere too, and most likely they will be at the same keep whether its running around the courtyard patrolling doors, controlling rooftops or taking the other flag.
    The lag starts to be felt whenever there is a sizable force at a keep and gets worse as they circle into the courtyard and then the inner keep. Removal of aoe caps will discourage people being within 10m of each other, but will not necessarily keep groups massive distances away from each other during castle assaults which is when most of the lag issues arise anyway.

    This is why I believe there to be an inefficiency in the underlying combat systems or cyrodil itself that is the culprit of the lag issues, not aoe caps.
    It's an interesting hypothesis, but is it actually true?
    :trollin:
  • eventide03b14a_ESO
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    Cody wrote: »
    You want to nerf the one non-LA skill that is actually worth using? I hope you were just joking when you said that mi amigo:) the change it, and all the other armor skills should get, is a required 5/7 pieces of that armor to use that armor skill. that would help with the zerg blobs at least a little.

    I personally think AOEs should do a small amount of damage in exchange for hitting many targets at once. I have seen impulse hit for over 300-400 damage back when i played a lot in the vet campaigns.... and my spell resis is 1874. not high, but not horribly low either.
    If you're talking about immovable it's a heavy armor skill not light armor. I agree it should only work if you are using a minimum of 5 pieces just like the armor passives. Might give people a reason to use heavy armor.
    :trollin:
  • eventide03b14a_ESO
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    Teargrants wrote: »
    Hahahahaahhahhaaha, thanks for the laugh. AoE cap is most definitely part of the problem, the devs stated exactly that during the guild summit. They also stated their intended course of action - removing AoE caps on damage, but retaining the healing cap and ulti gen cap.
    Can you link a reference to that please?
    :trollin:
  • Keron
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    As said in another thread, the "on-off" calculation for AoE damage (is this target one of the 6 or not?) seems to me as being the lesser evil if compared to AoE healing (is in this moment that target one of the six lowest health targets within the area of effect?). First is just "incrementing a number and stop checking as soon as you reach six" while the second is "get the total number of possible targets, get all health values, sort ascending, take the first six, heal them".

    Doing these two things in a highly dynamic situation with several instances of this kind of calcs running in parallel, I am very convinced that the problem is the healing, not the damage.

    But, and that is why I gradually changed my opinion on the topic, the only feasible solution is to minimize the complexity of the heals calc by minimizing the number of possible targets. If you make it so that clumping is suicide (at least in PvP) and thus increasing the probability that 6 or less targets will be within the area of effect, you simplify most instances of this calc to "just heal all six in your area of effect", reducing the load on hardware.

    So maybe, removing AoE caps will really help, albeit indirectly.
  • eventide03b14a_ESO
    eventide03b14a_ESO
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    Keron wrote: »
    Keep in mind that aside from (some) templar skills, the high HPS healing spells are also area based. So to make e.g. Healing Springs effective, you need to have 6 people in its target area. This will remain an incentive to clump up, especially with the smart healing system, since this means that no matter how many are clumped, it's always the right targets that get the healing.

    If you remove the AoE caps, then the healing system either needs to be adjusted as well or you more or less invalidate all staff healers and reduce PvP healing to templars. Mutagen simply isn't strong enough on its own, especially since it can't be stacked even if cast by multiple players on the same target.
    But that's a moot point if people are actually playing more strategically. A person cannot stand there taking damage and then get upset that they died. Healing is great for recovering lost health but it's up to the player to attempt to avoid the damage in the first place. There are ways to do this by rolling or blocking.
    :trollin:
  • Roechacca
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    NordJitsu wrote: »
    @roechacca‌

    The reason we have "Impulse" trains, in the opinion of many, is that AoE caps encourage people to stand close together.

    When you have a cap of 6 targets, it makes sense for everyone to try to stand close enough that everyone would be in the radius of the AoE. That's because if you have 25 people standing in the radius, 19 of them will avoid all the damage due to the cap.

    Without AoE caps, the preferred strategy to minimize group damage is to spread out. That's because you want as few people as possible in the radius because everyone in the radius is harmed. So more distance= less damage.

    Ironically, this means that removing AoE caps would actually discourage the use of clumping and "Impulse trains" and increase the viability of single target damage.

    That's because when players spread out more, coordinated groups may find it advantageous to call targets and focus down with single-target (rather than using AoE) since the AoE will be less effective on a spread out group (and because it is easier to call targets on a spread out group than a clumped up one.)

    That's all a long winded way of saying that removing AoE caps would help to discourage zerging/clumping.

    The same logic applies to strong AoE vs. weak AoE. If AoE's are weak, then the disincentive to clump isn't very large. You're not taking that much damage either way, so maybe it still makes sense to clump to make it easy on your healers and avoid getting singled out and burned down. Strong AoE makes sure that the behavior is more heavily punished. I will say though that this applies more to ground target AoEs like Lightning Pool/Arrow Spray/Wall of Elements and less to insta-cast AoE like Impulse. Though it works in some measure for both.

    An additional benefit of uncapped-AoE is that it makes it possible for small/skilled/well-organized groups to beat larger zergs. Through coordination and intelligent placement of AoE, a group of 10 may be able to beat a group of 20+. This is far less likely to happen with AoE caps since the group of 10 won't be able to deal out enough damage to overcome the numerical discrepancy when some of their damage is being mitigated by caps.

    By capping targets and continually nerfing AoE options (in beta and since launch) ZOS has encouraged the behavior they meant to discourage, for the reasons above.

    Hey thanks for explaining it . I get it now . Awesome
  • Keron
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    Keron wrote: »
    ...
    But that's a moot point if people are actually playing more strategically. A person cannot stand there taking damage and then get upset that they died. Healing is great for recovering lost health but it's up to the player to attempt to avoid the damage in the first place. There are ways to do this by rolling or blocking.
    Depends. If healing is "invalidated" (I know, hyperbole, but bear with me here), TTK is getting even shorter. It's already too bloody short. Old timers like me simply can't react fast enough (also hyperbole, btw) :)

    Kidding aside, healing is not only for "making up health", it's also for extending the time until you die to give you the time to react and adjust. Just look at the Snipe discussion. That was not only in relation to AoE situations.
    Edited by Keron on December 11, 2014 4:47PM
  • Scamandros
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    Scamandros wrote: »
    eliisra wrote: »
    It is one of the problems, when it comes to bad performance.

    When there's a huge cluster of players spamming AoE and animations, the game needs to calculate which 6 will be taking dmg, heals or secondary effects. This adds more pressure on server capacity, eats memory and causes performance dips, delays and lag.

    This isn't some conspiracy theory made up by players, the info comes directly from ZoS staff.

    Alot of people say this but removing aoe caps isnt going to be the holy grail for fixing lag imo. There is no smart damage system that we know of so aoe attacks will hit the first 6 people that it finds within its radius and then stops, theres no more calculation needed.
    Without aoe caps when you have more then 6 people within range the game goes through similar steps of applying damage, but this time doesn't stop until it has identified all players within the range and applied damage to all them, and theres no limit to how many players that could be.

    I recall ZoS saying that they were reluctant to reintroduce camps with a respawn radius because it was a taxing calculation to work out whether people are within range.
    Determining which players are located close enough to be within aoe circles centred at a caster would use similar algorithms, which would imply removing aoe caps would create more stress on the server as there is no "you have found 6 players now, stop calculating" alert.
    For client side stuff image you now hit 12 people with a cast of impulse and the rng gods love you and apply burning to all 12. That is 6 more instantaneous graphical effects your system has to cope with then it does currently with a cap (of 6) in place does.

    You can argue that remoal of aoe caps will be the end of large groups, or zergs as they tend to be called, and thus you will rarely if ever enconter a situation where you will hit more then 6 people at once. The issue here is the game revolves around keep capture, and the flags for those keeps are in fairly confined spaces.
    Going in solo will get you mowed down by npcs or defenders, and going in with a zerg there will be too much incoming aoe for your healers to maintain. So ideally pushes are made in small to medium sized groups. But the other small to medium sized groups that would usually join to make a zerg don't simply disappear from the game, they have to be somewhere too, and most likely they will be at the same keep whether its running around the courtyard patrolling doors, controlling rooftops or taking the other flag.
    The lag starts to be felt whenever there is a sizable force at a keep and gets worse as they circle into the courtyard and then the inner keep. Removal of aoe caps will discourage people being within 10m of each other, but will not necessarily keep groups massive distances away from each other during castle assaults which is when most of the lag issues arise anyway.

    This is why I believe there to be an inefficiency in the underlying combat systems or cyrodil itself that is the culprit of the lag issues, not aoe caps.
    It's an interesting hypothesis, but is it actually true?

    Like anyone elses comments this is my own opinion, I don't work for ZOS so don't know how things are implemented, I can only guess at the rough ideas being used but even just from that you can make aproximations of relative efficiency.
    The earlier poster is correct that the forward camp radius idea shouldn't be hard to calculate as both the camp and the dead player locations are fixed and known thus finding the distance between them is simple. I was hastily racking my brains for something to relate to but I made a terrible choice. Still I do remember someforum thread or zos response somewhere that they werent looking to implement the camp radius for efficiency reasons.

    As for what players will adopt for strategy if changes happen who knows. I'm sure the devs intended for a cyrodil that looked more akin to their gameplay trailers then the reality of zerging and bomb groups.

    For those interested I support aoe cap removal for strategic reasons, I just dont think it is a solid solution to the lag/latency issues.
    Aeryj
    Fantasia
    Blades of Vengeance


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    Mighty Eagle
    Mighty Eagle
    Now flies and fights alongside with Mighty Eagle
    Who's Mighty talons stand for sacred Freedom

    Written by Serjustin19
    Written on this day
    September 27. The day when My troubled mind is not clouded no longer.
    In the year of my troubles end
  • gw2only1b14_ESO
    gw2only1b14_ESO
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    They have tweaked aoe pretty significant already from what I see just hope it doesn't go to just a red or green circle on the ground signifying bad stuff red good stuff green like a few other mmos out there I enjoy the all the visual effects ESO has and that's why I play that and pvp of course
  • TiberiusTryton
    TiberiusTryton
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    I think that if you lift the cap the "pulse zerg" will just kill faster.... how does this make sense? Or is it the pulse zerg that's recommending the removal of AoE cap?
    Edited by TiberiusTryton on December 11, 2014 8:12PM
  • Subtomik
    Subtomik
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    I think that if you lift the cap the "pulse zerg" will just kill faster.... how does this make sense? Or is it the pulse zerg that's recommending the removal of AoE cap?

    I dont even.....People actually listen to what you have to say in regarding PvP?

    I want to go out of my way to explain it to you, but its pointless since you are clearly in over your head.
  • TiberiusTryton
    TiberiusTryton
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    Subtomik wrote: »
    I think that if you lift the cap the "pulse zerg" will just kill faster.... how does this make sense? Or is it the pulse zerg that's recommending the removal of AoE cap?

    I dont even.....People actually listen to what you have to say in regarding PvP?

    I want to go out of my way to explain it to you, but its pointless since you are clearly in over your head.

    Didn't you move to another game already? Or you just stuck on trolling you're own faction Low -b much?
  • Subtomik
    Subtomik
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    Didn't you move to another game already? Or you just stuck on trolling you're own faction Low -b much?

    No. Clearly I still have an active subscription, a lot of my guild has left yes, a lot of a lot of peoples guilds have left.

    It doesnt detract from the point that the fact you lead people in pvp is scary.
  • Roechacca
    Roechacca
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    Guys .... Cmon
  • Columba
    Columba
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    How about both? Nerf the ability to chimp spam and remove aoe caps. Perhaps that will favor players who don't rely on the pulse monkey spamming.
  • Roechacca
    Roechacca
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    Columba wrote: »
    How about both? Nerf the ability to chimp spam and remove aoe caps. Perhaps that will favor players who don't rely on the pulse monkey spamming.

    This guy gets it ^
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