Removed hard caps on the number of targets that can be affected by area of effect abilities.
AoE abilities can now hit up to 60 targets; the first 6 will take 100% damage, the next 24 targets will take 50% damage, and the last 30 targets will take 25% damage.
Abilities that apply a secondary effect, such as Caltrops, will only snare the 6 targets who take full damage.
Firellight wrote: »Removed hard caps on the number of targets that can be affected by area of effect abilities.
AoE abilities can now hit up to 60 targets; the first 6 will take 100% damage, the next 24 targets will take 50% damage, and the last 30 targets will take 25% damage.
Abilities that apply a secondary effect, such as Caltrops, will only snare the 6 targets who take full damage.
My issues with AoE are that we can't control who is taking full damage, and zerging is still a decent way to win battles.
What are your thoughts?
Zerging is always going to be effective. Why shouldn't it be?
Zerging will be the only viable playstyle after this goes live, in its current state.
So many oversights/issues with all of it, I dont even know where to begin.
Firellight wrote: »Zerging is always going to be effective. Why shouldn't it be?
Zerging is a viable option, but it's a very cheap tactic, and players should have the consequence that they could be wiped with a siege. The problem is that zergs are both easy to attack and defend with. Zerging shouldn't, imo, have both of these benefits.
Everyone has this mindset that zerging is some unstoppable gauntlet, it isn't. When people group up, disrupt it, break them up, confuse them, siege, make them nervous, looks for weak links, don't give an opportunity to communicate, make them react rather than act.
It isn't like you don't see them rallying up, you know it's coming.
Mind-F them.
What I'm most skeptical about is how the game will handle the increase damage calculations. It already struggles with the 6 target limit, I don't see it getting any better when it has to calculate which target takes full, which takes 50%, and which takes 25%.
What I'm most skeptical about is how the game will handle the increase damage calculations. It already struggles with the 6 target limit, I don't see it getting any better when it has to calculate which target takes full, which takes 50%, and which takes 25%.
this is the real design issue. It will be bad.
Zerging will be the only viable playstyle after this goes live, in its current state.
So many oversights/issues with all of it, I dont even know where to begin.My group, for example, has almost no Sorcs so we've had to zergbust without negates and such things for ages.Firellight wrote: »Zerging is always going to be effective. Why shouldn't it be?
Zerging is a viable option, but it's a very cheap tactic, and players should have the consequence that they could be wiped with a siege. The problem is that zergs are both easy to attack and defend with. Zerging shouldn't, imo, have both of these benefits.
Member of Havoc
Zerging will be the only viable playstyle after this goes live, in its current state.
So many oversights/issues with all of it, I dont even know where to begin.My group, for example, has almost no Sorcs so we've had to zergbust without negates and such things for ages.Firellight wrote: »Zerging is always going to be effective. Why shouldn't it be?
Zerging is a viable option, but it's a very cheap tactic, and players should have the consequence that they could be wiped with a siege. The problem is that zergs are both easy to attack and defend with. Zerging shouldn't, imo, have both of these benefits.Member of Havoc
Uh what?
Theory: Not bad imo, but i don't have thought about it for a long time.
Practise: I am scared the server will crash. On a full camapgn at prime time you cannot play at the live server. How does Zenimax think they can deal with removing the cap? It will be a lag party!
Why does the cap causes lag?
Not 60 targets will get the big damage. Most of them will get very low damage. So they wont oneshot the other zerg. They will still spamm AoE-spells and I think effects on 60 targets will be harder for the performance than effects on 6.
Scamandros wrote: »discouraging stacking is great and all but it will be a bloody mess in keep assault/defence where the flag rooms tend to be rather tight spaces already. Prepare to be bombed and blown up faster then ever
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Scamandros wrote: »discouraging stacking is great and all but it will be a bloody mess in keep assault/defence where the flag rooms tend to be rather tight spaces already. Prepare to be bombed and blown up faster then ever
its rather simple you are not supposed to get a defended keep.
so clean the keep from enemys before "claiming" it for your ally - problem solved...