AOE Cap Changes Coming in Update 6

  • LonePirate
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    Sleep wrote: »
    I don't like the damage reduction. Just simply remove the cap.

    The changes result in a damage increase. Right now, you hit 6 players and 6 players only for 100%.

    After the changes, you will still hit 6 players for 100% then you will hit 24 more players with 50% damage and another 30 players for 25% damage.

    Besides, very rarely are there are more than 60 players in the same confined space that the AOE skills can cover. When was the last time you had more than 60 players within the range of one of the Impulse skills? I'm not sure I have ever seen 60 players within the same Caltrops field.

    You're probably arguing semantics by saying you want the cap removed; but for all practical purposes, the cap is removed as 60 is usually far higher than the number of players in most AOE fields.
  • Lava_Croft
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    A lot of whining about something that is just seems to be a good change. I can already see the tears of joys coming from the batswarmers' eyes.
    Edited by Lava_Croft on December 20, 2014 5:50AM
  • Xsorus
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    Batswarmer won't be able to build ultimate very quickly after the patch now..So it won't be tears of joy if you have people spread out and you waste your ultimate on that.
  • Manoekin
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    Batswarmer won't be able to build ultimate very quickly after the patch now..So it won't be tears of joy if you have people spread out and you waste your ultimate on that.

    I'll stop by the zombie fields on my way Sej after patch ;)
  • Xsorus
    Xsorus
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    You'll quickly realize that unless you're dive bombing a stacked group from stealth after the patch that running around in a clump with Batswarm is not going to work.

    I don't think people realize how much bloody damage you're going to take after the patch now that stacking doesn't work..

  • krim
    krim
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    You'll quickly realize that unless you're dive bombing a stacked group from stealth after the patch that running around in a clump with Batswarm is not going to work.

    I don't think people realize how much bloody damage you're going to take after the patch now that stacking doesn't work..

    I invite all DC and EP to stack on me.
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    The reason ZoS is doing this and they even said it in the stream is to disrupted the mob and make every one ... even out or thin out from a gaint mob to a group being here and another over there. There also hopeing that the hope thin would solve some of the performence issues in AvA to .... Then again this is AvA every one is still gonna bunch up spamming healing springs and the AOEs makeing every thing just melt.
  • asneakybanana
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    krim wrote: »
    You'll quickly realize that unless you're dive bombing a stacked group from stealth after the patch that running around in a clump with Batswarm is not going to work.

    I don't think people realize how much bloody damage you're going to take after the patch now that stacking doesn't work..

    I invite all DC and EP to stack on me.
    Would power extraction hit 80 people instead of 60 O.o also im sure youll do damage to 60 people but only heal from 6 similar inhale and its explosion.
    Asneakybanana AD DK Former emperor of Chrysamere and Chillrend. World first hardmode Hel'ra and Quake con winner (Alliance rank 25)
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  • Tankqull
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    i would have preferred the DAoC way of handling AOEs - its beyond me why a system that worked perfectly 15 years ago is impossible to be implemented nowadays...

    but the changes is better than nothing.
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • xenowarrior92eb17_ESO
    xenowarrior92eb17_ESO
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    See what they will do is up the AOE caps then lower the sever pop so thornblade is 1v1v1 the challenge is finding your opponents!
    yeah they gona add arenas and duels soon ...tough id like to get rid of the stupid phasing stuff..i want to go and kill other alliances in their own zone!!! afterall the veteran zones feels very lonley...and abandoned
  • frozywozy
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    Subtomik wrote: »
    roechacca wrote: »
    But I thought people wanted those caps lifted . Is this bad ?

    We do. people are worried about the calculations its going to take to work out how the damage is distributed, etc.

    The game is super laggy already, if they release this and add in a million more calculations its going to make the game unplayable, assuming the problem is from calculation, and not the lighting fix etc.

    I'm pretty sure that the 24hours sunshine inside Farragut, the underground mender at Chalman mine and the floating pillar at Drakelowe is all working as intended.

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    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Teargrants
    Teargrants
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    The gate of Farragut is Dee Tick's holy alter upon Nirn. It was placed in the game as homage to Pact's holy crusade against the heathens. His divine light shall shine upon his his children from now until the end days. Amen.
    Edited by Teargrants on January 2, 2015 4:16AM
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  • Oughash
    Oughash
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    Note to DKs: unleash Inhale spam.
  • Cody
    Cody
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    frozywozy wrote: »
    Subtomik wrote: »
    roechacca wrote: »
    But I thought people wanted those caps lifted . Is this bad ?

    We do. people are worried about the calculations its going to take to work out how the damage is distributed, etc.

    The game is super laggy already, if they release this and add in a million more calculations its going to make the game unplayable, assuming the problem is from calculation, and not the lighting fix etc.

    I'm pretty sure that the 24hours sunshine inside Farragut, the underground mender at Chalman mine and the floating pillar at Drakelowe is all working as intended.

    OK. Let me see if I can bring this all together...

    The PvP NPC guards have:

    Daedric sniper rifles that insert microscopic tracking devices on contact

    Long range thermal vision goggles that detect the heat signatures of enemy players.

    teleportation devices that allow them to teleport directly in front of an enemy player 30 feet away

    Beaming technology from Daedric space ships that allow them to port back into the battle.

    Phasing technology that allows them to go through walls and the ground

    Levitation technology that allows them to send their structures in the air.

    Technology that controls the planets rotation on it's axis.

    where are the NPC PvP guards getting this technology?? Fallout does not happen for centuries!:D
    Edited by Cody on January 2, 2015 9:35PM
  • ThyIronFist
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    Well this fix will either be the make or break for PvP , most people already quit and I just came back after a 2-3 month break. Hoping this will get rid of the impulse trains that have been plaguing Cyrodiil for a very long time now.
    Edited by ThyIronFist on January 2, 2015 10:43PM
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  • apostate9
    apostate9
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    Ishammael wrote: »
    Note to DKs: unleash Inhale spam.

    You mean the spell that targets "up to 3 nearby enemies"?
  • KBKB
    KBKB
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    INB4 BROKEN GAME. Well even more broken ;)
  • Columba
    Columba
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    this will break the game even more. pulse chimps will hit more people and the calculations for this complex bs will lag out the server even worse than they do now. It's made for the pulse chimps who intentionally lag out the server.
  • Koensol
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    Columba wrote: »
    this will break the game even more. pulse chimps will hit more people and the calculations for this complex bs will lag out the server even worse than they do now. It's made for the pulse chimps who intentionally lag out the server.
    This has to be your dumbest comment of all time columba. This change will make sure small and organized groups will be able to defeat large groups (of pulse spammers ;) ) and not be hindered by an AoE cap. There will be less stacking up, because that gives no more safety from AoE anymore and is now very dangerous instead. Add on top of that the new zergbuster skill and increased viability of siege weapons and you can assure yourself you will be seeing a lot less pulse spamming blobs.

  • Columba
    Columba
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    yet the additional calculations will make lag even worse. I agree with increasing or removing aoe caps, but this funky design will be even worse than current with the exponentially higher # of calculations required. Koensol if you aren't literate in logic, math or programming, perhaps you should remain silent.
  • Koensol
    Koensol
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    Columba wrote: »
    yet the additional calculations will make lag even worse. I agree with increasing or removing aoe caps, but this funky design will be even worse than current with the exponentially higher # of calculations required. Koensol if you aren't literate in logic, math or programming, perhaps you should remain silent.
    There will be no more groups standing in one spot, lumped up, spamming their *** away that lagged the server to the point it couldn't keep up. People will be more spread out, and so will be the calculations that have to be made by the server. The biggest problems always came from the people standing im one spot lsgging the entire server. I have seen it multiple times myself and on videos.

    This whole thing will improve even more with the implementation of the new (though lame) ultimate generation since there will be no more pre combat ult generation and less healing springs spam as a result.

  • Morvul
    Morvul
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    Tankqull wrote: »
    i would have preferred the DAoC way of handling AOEs - its beyond me why a system that worked perfectly 15 years ago is impossible to be implemented nowadays...

    but the changes is better than nothing.

    well, from my understanding, in big fights the new AoE caps will give an effect that is very similar to the AoE-damage-fall-off seen in DAoC. it's just that the ESO method seems to me to be more computational intensive, but in turn makes AoE stronger (relativ to the DAoC model) in small fights
  • Tankqull
    Tankqull
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    Morvul wrote: »
    Tankqull wrote: »
    i would have preferred the DAoC way of handling AOEs - its beyond me why a system that worked perfectly 15 years ago is impossible to be implemented nowadays...

    but the changes is better than nothing.

    well, from my understanding, in big fights the new AoE caps will give an effect that is very similar to the AoE-damage-fall-off seen in DAoC. it's just that the ESO method seems to me to be more computational intensive, but in turn makes AoE stronger (relativ to the DAoC model) in small fights


    well the problem with any "hardcap" remains, the random chose of the enemy to be hit spreads the incomming dmg on multiple heads massivly increasing the effective HP per player (especially in combination with "smart heals"). sure i´ll be better than the current system of invul players but blobs will still be extreamly owerpowered as they will have 6 randomly chosen for full dmg while every one else will be hit for far less than an grandheal tick as range AE in this game are horribly weak...

    so after all the changes done will not really have much impact to the current meta but may lead to even more computing stress on the server side...

    so again + 1 for the daoc system of truly uncapped AEs.
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • Sanct16
    Sanct16
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    New 1.6 meta:
    Have 130 players stack in some corner.
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  • Roechacca
    Roechacca
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    Sanct16 wrote: »
    New 1.6 meta:
    Have 130 players stack in some corner.

    You can't argue the mans logic here .
  • Lava_Croft
    Lava_Croft
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    Sanct16 wrote: »
    New 1.6 meta:
    Have 130 players stack in some corner.
    Good luck with getting 100+ players from a single faction in the same place without completely breaking the server. :neutral_face:

  • Laggus
    Laggus
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    apostate9 wrote: »
    Ishammael wrote: »
    Note to DKs: unleash Inhale spam.

    You mean the spell that targets "up to 3 nearby enemies"?
    It draws health from up to 3 nearby enemies but i think the AoE dmg splash at the end hits more than that. So it could be more worth while now slotting with 1.6.
  • Eglath
    Eglath
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    Wonder if streak is considered aoe, I do truly enjoy streaking through those blobs :)
    Vinyamar - AD vr14 sorc RANK: 30
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  • frozywozy
    frozywozy
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    Eglath wrote: »
    Wonder if streak is considered aoe, I do truly enjoy streaking through those blobs :)

    After the streak nerf, that would be inconvenient to make it like it used to be again. Otherwise get ready for negate fest once again.

    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Tankqull
    Tankqull
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    frozywozy wrote: »
    Eglath wrote: »
    Wonder if streak is considered aoe, I do truly enjoy streaking through those blobs :)

    After the streak nerf, that would be inconvenient to make it like it used to be again. Otherwise get ready for negate fest once again.

    don´t forget the ultima gain changes = no negate fest :(
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


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