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.
'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!Teargrants wrote: »Because the devs themselves saying that the AoE cap causes technical problems is in no way 'meaningful' or 'insightful', right?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?
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 .
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.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 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.@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.
It's an interesting hypothesis, but is it actually true?Scamandros 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.
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.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.
Can you link a reference to that please?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.
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.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.
@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.
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)eventide03b14a_ESO 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....
eventide03b14a_ESO wrote: »It's an interesting hypothesis, but is it actually true?Scamandros 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.
TiberiusTryton 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?
TiberiusTryton 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.
TiberiusTryton wrote: »Didn't you move to another game already? Or you just stuck on trolling you're own faction Low -b much?