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?
I run with Havoc time to time, but most of my time is spent in leading or running VE groups.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?
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%.
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.
silence!! you are both tribunal worshipping fools and that's the end of it!!!
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%.
Alacrity's 'new' zerg busting strat
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%.
From what I've witnessed firsthand, half a group of the lag monkeys sends ping up to the mid 500s during a small siege.
This is on the pts with none of the pops past 1 bar... hell, the total population of all 3 factions was probably less than a single bar at the time.
If that's anything to go by, and it's not just the pts pvp server being inferior to the live ones, than it does not bode well for march.
Nope it's not. In fact it got buffed to 3 targets. The mechanics of fear wont change until the mechanics of permablocking is changed.Did someone test if NB-fear is an AoE now? Is it blockable now?
danno816_ESO wrote: »Best way to combat zerging is to split your own zerg into smaller groups and attack multiple objectives.
Coordinated havoc does combat zerging effectively, but it requires way more organization and communication, which is why you see less of it.
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?
Grouping or "Zerging" as you call it will always be the most decent way to win battles. This is large scale pvp and it is a multiplayer game.
If you want to increase your chances to win, you must join an organized group and join a teamspeak server.
If you wanna solo play, and get kills without dying, roll a nightblade, go full squishy mode and kill people in 3 seconds. Just don't cry if you die as fast after someone chased you with a stealth detection ability / potion.
Not sure what people try to complain about when they say that "zerging is still a decent way to win battles". Are you saying that you should be able to kill as many players only by yourself ?
Makes no sense whatsoever.
There are so many changes in this patch that help you deal with organized groups. I lost the count while reading it.
A couple changes that you should take into consideration :
- Siege weapons does alot more damage if you invest everything in health.
- Siege weapons ignore target's armor.
- Siege weapons deal 10% more damage.
- Soul Tether damages up to 6 targets.
- Aoe Cap changes.
- Magicka Detonation.
- Unstable Wall explosion damage increased by 30%.
- Fiery Breath damage over time increased by 30%.
- Dual Wield (Sparks) redesigned into Blade Cloak which reduce area of effect damage taken by the caster by 20% for 15 seconds.
- Weakness to Elements can be cast on multiple targets.
- Necrotic Orb damage per tick increased by 30%.