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.
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.
Im not saying I disagree even per say, I mean heck look at all the people who switched from pulse to elemental wall after the range nerf.
But I promise you, drop the cap and no one is going to want to be without arms length of each other after a week.
It will bring about a much more "skirmish" feel. and when groups engage, it will be more in lines instead of in balls.
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?
Definately! This is a hige part of the problem. In warhammer online people would think twice before balling up, because there were bright wizards and sorcerers out there who could nuke your ass into oblivion. The few ranged AoE's we have are either dots or simply miss the full nuking power to help bust a zerg. Skills like blazing spear and scorched earth are awsome and very usefull, but its not enough to make a zerg care that much.I feel like part of the problem is that this game lacks a spell type I would expect to see completely.
We have projectiles with AOE splash damage (crystal blast), we have ground-target aoes at distance (lightning splash), in a path (encase, wall of elements), point-blank aoes (impulse), etc.
We don't have a free-fire projectile that explodes for full aoe damage when it hits any target - basically, we don't have a fireball. It feels like that's what we're missing - an explosive aoe that hits all targets for the same damage at range. The kind of thing you'd target at the templar to splash to the nearby DKs without being reflected, and that would much more effectively let you AOE a clump without having to have them be stationary or charge into the middle of them.
xsorusb14_ESO wrote: »I've seen Zerg ball groups get screwed over by a single meat bag catapult dr the wrong time. If you remove caps, even remove the healing caps there is no way in hell you'd be able to keep up with the damage that could be done to you with a meatbag in the area. People didn't stack in daoc nor warhammer if they were smart, they'll do the same here after the caps are removed
Thechemicals wrote: »nerf immovable.....r u crazy?
all armor type skills should be tied to 5 pieces. To use them without using that armor just seems silly. My opinion
Thechemicals wrote: »nerf immovable.....r u crazy?
all armor type skills should be tied to 5 pieces. To use them without using that armor just seems silly. My opinion
I will ask a night blade to specifically target you with fear every time they see you and see if you change your tune. Immovable is the ONLY thing that counters it.
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?
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.
Teargrants wrote: »Galalin, I don't think you understand, ppl want to be able to just turn off the lights and stand in red. Just as in real life, it is the penultimate strategy in warfare and anything that interrupts it is OP.
@Galalin @Teargrants If both of you read my follow-up post to the one you quoted, you'd know that there are situations where stacking up, or being close to your groupmates is inevitable. But I also suggested to limit ult gain to 6 targets max, while removing AoE cap for damage. But it seems reading is hard.Teargrants wrote: »Galalin, I don't think you understand, ppl want to be able to just turn off the lights and stand in red. Just as in real life, it is the penultimate strategy in warfare and anything that interrupts it is OP.
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.
Teargrants wrote: »Galalin, I don't think you understand, ppl want to be able to just turn off the lights and stand in red. Just as in real life, it is the penultimate strategy in warfare and anything that interrupts it is OP.
@galalin I refered to this post with its cynical tone. If you'd read my other post, just below the one you initially quoted, you'd know I am actually against AoE cap and that I already made a suggestion.Teargrants wrote: »Galalin, I don't think you understand, ppl want to be able to just turn off the lights and stand in red. Just as in real life, it is the penultimate strategy in warfare and anything that interrupts it is OP.
*Sigh* i feared this much.
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?