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AoE cap poll

Firellight
Firellight
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Edited by Firellight on December 14, 2014 4:12PM

AoE cap poll 84 votes

AoE caps are fine the way they are.
2%
Ra1neItoq 2 votes
AoE caps should be lower.
3%
RedTalonStillikotreaty 3 votes
AoE caps should be higher.
5%
KagheiSeriKaramis_VimardonColumbaEisregenX90 5 votes
The AoE system should be modified/fixed.
19%
cozmon3c_ESOXexpoTheLawOrangeTheCatRylanamg_78b16_ESOLukeh ShadyvaleBipolosuycycoDeladph1026GoldieRologueDaggerfallTradeMasterssmacx250TiberiusTryton 16 votes
AoE caps should be removed.
69%
Gogog BloodthroatPoxheartSolarikenNordJitsuTeargrantsNotSoKevinmonCinnamon_SpiderrevcasyVesirc0rpXsorusSublimelolo_01b16_ESOMorvulTankqullMawhonic1990r.jan_emailb16_ESONazon_Kattsthemdogesbite 58 votes
  • Cody
    Cody
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    AoE caps should be removed.
    Take them out. I understand that one player with batswarm could kill 20+ people solo without them, but if 20 people get killed by one player, thats not the games fault.

    Without the protection of AOE caps, these ridiculous impulse blobs would be forced to spread out or get wiped by surprise bombing attacks from other groups. Not only would it help reduce lag at least a little bit, but it would make PvP more open to single target/small skirmish oriented builds, and not force you to go the way of impulse blob just to get a lot of AP.

    And honestly, having to constantly deal with these impulse blobs is not fun. If you want to actually fight someone, you have to hope someone splits up from the blob, and even then that player is likely to get their whole blob to attack you as soon as you attack them. It makes Cyrodiil just a tad bit frustrating sometimes.
    Edited by Cody on December 14, 2014 5:36PM
  • FluffiestOne
    FluffiestOne
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    AoE caps should be removed.
    Cody wrote: »
    Take them out. I understand that one player with batswarm could kill 20+ people solo without them, but if 20 people get killed by one player, thats not the games fault.

    Without the protection of AOE caps, these ridiculous impulse blobs would be forced to spread out or get wiped by surprise bombing attacks from other groups. Not only would it help reduce lag at least a little bit, but it would make PvP more open to single target/small skirmish oriented builds, and not force you to go the way of impulse blob just to get a lot of AP.

    And honestly, having to constantly deal with these impulse blobs is not fun. If you want to actually fight someone, you have to hope someone splits up from the blob, and even then that player is likely to get their whole blob to attack you as soon as you attack them. It makes Cyrodiil just a tad bit frustrating sometimes.

    Dis.
    Fluffy
    Senior Fluffykins, Daggerfall Liberator of Haderus, Dragonknight.
    Fliffers, Daggerfall Liberator of Hopesfire, Templar.
    Prophet Fluffy of Death, Casual of the Dominion, Sorceror.
    Nozdorumu The Timeless, Daggerfall. Dragon. Nightblade.
    All my toon names are subject to change.
    " Ignorance must be bliss because I can't imagine why anyone would live in it. " -Fluffy
  • krim
    krim
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    AoE caps should be removed.
    I can see it now. All those bodies on the bridge from one man.
  • suycyco
    suycyco
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    The AoE system should be modified/fixed.
    I would be agree to suppress aoe cap, but only if positionning is included in the utilisation of aoe, and if the aoe spread with distance.
    Spamming brainlessly sap essence and devouring swarm fighting a bus would be as ridiculous than the actual system.
  • KaneK899ub17_ESO
    I think they need to work skills individually. If it has a healing or CC component like Sap Essence or Batswarm, it gets capped. If it's a pure damage ability like Steel Tornado or Impulse, no cap. Otherwise you could feasibly see certain classes and skill combinations become utterly invincible. We've seen it before anyway. No matter how many times you say "they'll be forced to spread out" and "anyone who dies 20v1 to a single AoE spammer deserves it" it's still going to happen and cause wipes and plenty of rage from the bads and casuals.

    AoE heals need to keep their cap as well for the whole thing to work out.
    Edited by KaneK899ub17_ESO on December 14, 2014 7:40PM
  • Nijjion
    Nijjion
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    AoE caps should be removed.
    krim wrote: »
    I can see it now. All those bodies on the bridge from one man.

    If they aren't skilled enough to kill 1 person then they deserve to be those bodies on the bridge.

    MMO PvP shouldn't be number of players > skill... Caps create this dynamic and it destroys the fun.

    Edited by Nijjion on December 14, 2014 8:18PM
    NijjijjioN - DK - AR27
    NijjioN - NB -
    Daggerfall Covenant
    The Nice Guys Guild
    EverQuest -> Dark Age of Camelot -> Ragnarok Online -> Cabal Online -> Guild Wars 1 -> Warhammer Online -> Vindictus -> SWTOR -> Tera -> Guild Wars 2 -> Elder Scrolls Online ->

    Eagerly awaiting Camelot Unchained.
  • NordJitsu
    NordJitsu
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    AoE caps should be removed.
    I think the poll results pretty much speak for themselves.
    @NordJitsu - Guild Master (Main Character = Hlaalu Idas)
    GREAT HOUSE HLAALU
  • Nijjion
    Nijjion
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    AoE caps should be removed.
    NordJitsu wrote: »
    I think the poll results pretty much speak for themselves.

    The 2-3k person poll 4-5 months ag owith the 90% for damage caps to be removed also did as well.
    NijjijjioN - DK - AR27
    NijjioN - NB -
    Daggerfall Covenant
    The Nice Guys Guild
    EverQuest -> Dark Age of Camelot -> Ragnarok Online -> Cabal Online -> Guild Wars 1 -> Warhammer Online -> Vindictus -> SWTOR -> Tera -> Guild Wars 2 -> Elder Scrolls Online ->

    Eagerly awaiting Camelot Unchained.
  • ToRelax
    ToRelax
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    AoE caps should be removed.
    I think they need to work skills individually. If it has a healing or CC component like Sap Essence or Batswarm, it gets capped. If it's a pure damage ability like Steel Tornado or Impulse, no cap. Otherwise you could feasibly see certain classes and skill combinations become utterly invincible. We've seen it before anyway. No matter how many times you say "they'll be forced to spread out" and "anyone who dies 20v1 to a single AoE spammer deserves it" it's still going to happen and cause wipes and plenty of rage from the bads and casuals.

    AoE heals need to keep their cap as well for the whole thing to work out.

    What about critical surge?
    If it would heal me despite impenetrable I would be healed by Steel Tornado or Impulse.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Lava_Croft
    Lava_Croft
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    There's no option to vote déjà vu.
  • Teargrants
    Teargrants
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    AoE caps should be removed.
    I've made an explanation of why this issue impacts PvE and must be rectified. PvP crown stackers, please come show your support!
    POST EQVITEM SEDET ATRA CVRA
    ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
    EP ※ Teargrants ※
    EP ※ Kissgrants ※
    DC ※ Kirsi ※
    Vehemence Council
    #JustOutOfRenderRange
    ~Teargrants YouTube~
    ┬┴┬┴┤(・_├┬┴┬┴
  • NotSo
    NotSo
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    AoE caps should be removed.
    I think players should be able to clump together for the ultimate heal blob but at the same time they risk also eating an insane amount of aoe damage. No need to worry about aoe dps spam inside of keeps getting an instant wipe when just as much aoe healing is going on to prevent it. I would also like an increase to the splash damage from 2h heavy attacks, most executioner style skills, and lightning staff attacks. Oh, and make the liquid lightning morph not be a measly +70% damage to first damage tic which is incomparable to lighting flood's increased radius making it a million times easier to get a teammate or six to trigger it's synergy.

    p.s. Also, correct me if I'm wrong, doesn't the cap cause extra lag because the server is trying to figure out what 6 players are getting hit by what?

    p.p.s. Nothing sucks more than nailing 20+ goons with a fire ballista and only proccing damage on 6 of them.
    Edited by NotSo on December 15, 2014 7:34PM
    Gar'Sol the Wanderer VR14 Khajiit Sorcerer Spellblade
  • ToRelax
    ToRelax
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    AoE caps should be removed.
    p.p.s. Nothing sucks more than nailing 20+ goons with a fire ballista and only proccing damage on 6 of them.

    The fire ballista shouldn't have an AoE cap at the moment, as a siege weapon?
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • NotSo
    NotSo
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    AoE caps should be removed.
    If you have an addon showing you damage numbers it is really easy to see.
    Gar'Sol the Wanderer VR14 Khajiit Sorcerer Spellblade
  • Sanct16
    Sanct16
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    AoE caps should be removed.
    If you have an addon showing you damage numbers it is really easy to see.
    Not 100% sure for fire ballistas but meatbags and oils have no cap and I am quite sure that it is like that for all sieges.
    - EU - Raid Leader of Banana Zerg Squad
    AD | AR 50 | Sanct Fir'eheal | ex Mana DK @31.10.2015
    EP | AR 50 | Sanctosaurus | Mana NB
    AD | AR 44 | rekt ya | Mana NB
    AD | AR 41 | Sanct Thunderstorm | Mana Sorc
    EP | AR 36 | S'na'ct | Mana NB {NA}
    AD | AR 29 | Captain Full Fist| Stam DK
    AD | AR 29 | Sanct The Dark Phoenix| Stam Sorc
    EP | AR 16 | Horny Sanct | Stam Warden
    EP | AR 16 | Sánct Bánáná Sláyér | Mana DK
    DC | AR 13 | ad worst faction eu | Stam Sorc
    DC | AR 13 | Lagendary Sanct | Mana NB

    >320.000.000 AP
  • DeLindsay
    DeLindsay
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    AoE caps should be removed.
    Cody wrote: »
    Take them out. I understand that one player with batswarm could kill 20+ people solo without them, but if 20 people get killed by one player, thats not the games fault.
    ^ 1000%
  • Sanct16
    Sanct16
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    AoE caps should be removed.
    DeLindsay wrote: »
    Cody wrote: »
    Take them out. I understand that one player with batswarm could kill 20+ people solo without them, but if 20 people get killed by one player, thats not the games fault.
    ^ 1000%
    [sarcasm]
    Unless that player is a Dragonknight. Then it is the games fault because Dkd are OP.
    [/sarcasm]
    - EU - Raid Leader of Banana Zerg Squad
    AD | AR 50 | Sanct Fir'eheal | ex Mana DK @31.10.2015
    EP | AR 50 | Sanctosaurus | Mana NB
    AD | AR 44 | rekt ya | Mana NB
    AD | AR 41 | Sanct Thunderstorm | Mana Sorc
    EP | AR 36 | S'na'ct | Mana NB {NA}
    AD | AR 29 | Captain Full Fist| Stam DK
    AD | AR 29 | Sanct The Dark Phoenix| Stam Sorc
    EP | AR 16 | Horny Sanct | Stam Warden
    EP | AR 16 | Sánct Bánáná Sláyér | Mana DK
    DC | AR 13 | ad worst faction eu | Stam Sorc
    DC | AR 13 | Lagendary Sanct | Mana NB

    >320.000.000 AP
  • DeLindsay
    DeLindsay
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    AoE caps should be removed.
    DeLindsay wrote: »
    Cody wrote: »
    Take them out. I understand that one player with batswarm could kill 20+ people solo without them, but if 20 people get killed by one player, thats not the games fault.
    ^ 1000%
    Unless the below applies.
    Sanct16 wrote: »
    [sarcasm]
    Unless that player is a Dragonknight. Then it is the games fault because Dkd are OP.
    [/sarcasm]
  • Solariken
    Solariken
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    AoE caps should be removed.
    The caps should be removed, but explosive AoE damage output should be nerfed across the board.

    I'd like to see the game move away from insta-burst AoE spam like Impulse. Instead I'd like to see more use of ground-targeted DoT's like Volcanic Rune, Blazing Spear, Daedric Mines, or Nova and situational tools like Caltrops which are way more fun for both the user and the potential victim.

    As much as people claim to hate the spell, I actually love Bat Swarm even though I'm not a vampire. I live for the "OH SH$# EVERYBODY GTFO!" moments.
  • Morvul
    Morvul
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    AoE caps should be removed.
    Solariken wrote: »
    As much as people claim to hate the spell, I actually love Bat Swarm even though I'm not a vampire. I live for the "OH SH$# EVERYBODY GTFO!" moments.
    The main problem with batswarm, IMHO, is not so much the effect of the skill, but the visibility of the skill.
    when groups fights each other, and someone puts down a standard or a negate, you imidiately see it. If in the same fight someone starts a bat-swarm it's a) much more likely to go unnoticed for a tick or two, and b) almost impossible to determine wheter its hostile or friendly

    1v1 or 3v3 batswarm aint a problem - I see when it's happening, and I see who's doing it. but 15 vs 15, there's usually 3 batswarms going off at once, and I have no clue when exactly they started and if they are hurting me or helping me (unless the friendly ones were called out on TS, obviously)
    Edited by Morvul on December 18, 2014 9:24AM
  • Sanct16
    Sanct16
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    AoE caps should be removed.
    The damage of batswarm is not this huge that it would actually matter in group fights. Only reason I really use it in groupfights is that its not negateable.
    - EU - Raid Leader of Banana Zerg Squad
    AD | AR 50 | Sanct Fir'eheal | ex Mana DK @31.10.2015
    EP | AR 50 | Sanctosaurus | Mana NB
    AD | AR 44 | rekt ya | Mana NB
    AD | AR 41 | Sanct Thunderstorm | Mana Sorc
    EP | AR 36 | S'na'ct | Mana NB {NA}
    AD | AR 29 | Captain Full Fist| Stam DK
    AD | AR 29 | Sanct The Dark Phoenix| Stam Sorc
    EP | AR 16 | Horny Sanct | Stam Warden
    EP | AR 16 | Sánct Bánáná Sláyér | Mana DK
    DC | AR 13 | ad worst faction eu | Stam Sorc
    DC | AR 13 | Lagendary Sanct | Mana NB

    >320.000.000 AP
  • Chesimac
    Chesimac
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    AoE caps should be removed.
    krim wrote: »
    I can see it now. All those bodies on the bridge from one man.

    I wish I could still watch your recent videos but they say "This video contains content from WMG, who has blocked it in your country on copyright grounds"
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