You missed the point: the small group will die before they generate the ultimate needed to kill the larger group.
vortexman11 wrote: »Joy_Division wrote: »I'm pretty sure this will only make "pain trains" stronger as they will also reap the benefits of more ultimate gain. All these "solutions" that keep getting forwarded usually fail to recognize that anything a small group can do, so can a "zerg."
I don't think you fully read my post, the smaller group will always end up getting more ultimate per person, sure a zerg can do the same thing, but they'd end up getting less ultimate as they have less targets, in the current system with the Major/Minor Herosim buff you cannot gain ultimate any faster than anyone else, whether its 10 vs 20 or 10 vs 10.
What my post basically says is that when you are outnumbered if you can build ultimate from AoE's you'll end up getting more per person, and more in total due to having more targets
Grain of salt: This skill should be health percentage based instead of raw damage, start at 25% health removal with 1 target and cap at 50% health removal for 12 targets (doesn't get higher than 50% but hits as many as there are in the radius for 50% health each) within 7 to 10 meter radius and PBAoE so you need to get in there.We just need a skill that gains expotential damage the more people it hits.
vortexman11 wrote: »Rune_Relic wrote: »vortexman11 wrote: »Rune_Relic wrote: »vortexman11 wrote: »Rune_Relic wrote: »So you answer to spreading people out is to make the already powerful..even more godlike ?
Where as if we boost siege instead, no individual gains any more godlike powers then anyone else.
I propose flash bangs from the crown store.
Anyone using magelight and detect potions gets blinded for 10 seconds.
Anyone in the blast radius gets a <20m knock away + fall damage + offbalance + stun
:d
That does specifically what its supposed to do....force people apart and make them vulnerable.
You still have to pick them off.
Cant be blocked, purged, break...only dodge.
This does not add to the damage calcs like other aoes.
the zerg is blown apart and needs single target damage to finish them (aoe wont work).
It eliminates any outgoing aoes/dots/channels from the impacted group.
ie. it eliminates damage calcs from adding to the backlog and minimises lag.
[an antil-lag bomb]
What I proposed does not make the already powerful godlike, it gives the outnumbered a fighting chance
No ...it gives you AP farming godmode upon all noobs.
And the fact that 40 "noobs" (not calling anyone a noob, just quoting) can form up and crush anything if they know how to put up siege is better?
Nope....but neither is giving one person the ability to wipe them all out with one hit.
And needless to say one specific class/race/build will be much much better at it than anyone else.
I dont mind if EVERYONE can do it regardless of skill/level and all have a achance at the same AP reward.
But thats not what you are asking for.
EDIT misread your post....yes noob siege is much better then all that power in one persons hands or a limited few min maxers
Thats why al the OP players cried.....they suddenly had a level playing field instead of being gods.
Anyway...siege do damage..that wasnt what I asked for
You still don't get my point. This is about forcing people to spread out. If they don't spread out then yes, of course there will be players that build so much ultimate that they're practically gods, and thats the fault of the mindless mass of players that did not spread out
Hypertionb14_ESO wrote: »Zergs do nothing but AOE...
this would like most suggestions on here, help the zerg as much if not more than the poor *** they crush.
We just need a skill that gains expotential damage the more people it hits.
vortexman11 wrote: »You're all going to hate me...

However i wouldnt want to see bat swarm city again. I also like the way ult builds now feels much more fluid and logical.
I support this but don't want to see it reverted back into the game.
i also dont know how aoe cap removals would affect this and dont want to be on the receiving end
WarrioroftheWind_ESO wrote: »I think this would be a bad idea. People gain ultimate stupid fast anyway as we've seen in some of these big battles, even small ones. I really think they should just buff the dmg of abilities like Detonation and make it less clunky. Abilities like pulsar do way more damage and much more efficiently in dmg to cost. Maybe they should bring back non-dispellable snares from oilpots and caltrops, because otherwise there's no use in being careful about entering a breach. I've seen groups just waltz up inside keeps and I've been IN them because it's ridiculously easy with the correct buff setup. Or they could just bring back ground oil. The only people who would die to it were the dumb or careless ones, and people have been very dumb and careless with breaches lately. Alot of people also overlook the use of anti-anti siege, positioning sieges to hit the breach and first flag room to really throttle enemy resistance. I've been on the receiving end of it often enough but I rarely see my own group using it. People need to get into the habit of it more.
vortexman11 wrote: »WarrioroftheWind_ESO wrote: »I think this would be a bad idea. People gain ultimate stupid fast anyway as we've seen in some of these big battles, even small ones. I really think they should just buff the dmg of abilities like Detonation and make it less clunky. Abilities like pulsar do way more damage and much more efficiently in dmg to cost. Maybe they should bring back non-dispellable snares from oilpots and caltrops, because otherwise there's no use in being careful about entering a breach. I've seen groups just waltz up inside keeps and I've been IN them because it's ridiculously easy with the correct buff setup. Or they could just bring back ground oil. The only people who would die to it were the dumb or careless ones, and people have been very dumb and careless with breaches lately. Alot of people also overlook the use of anti-anti siege, positioning sieges to hit the breach and first flag room to really throttle enemy resistance. I've been on the receiving end of it often enough but I rarely see my own group using it. People need to get into the habit of it more.
People don't gain ultimate stupid fast anymore, whether you're outnumbered or in an even fight you all gain it at the same rate as long as you have your Major/Minor Heroism buffs, this is silly as it means 10 people will gain (I think its 3 ultimate a second for 8 seconds?) 240 ultimate all together in the time one person gains 24. That one person being so obviously outnumbered should at least have the increased ultimate gain in order to have any little bit of a chance, he's not going to be back up to place a fire ballista.
Having ultimate gain being based on a Major Minor buff system is insane as we used to gain ultimate for doing "skillful" things such as interrupting abilities and so on, now all you have do is light attack someone.
Don't you see how pointless this discussion is? Zenimax wants large group to be the way to go. They don't want small groups being able to compete with large ones. Can anyone name a change that actually helped small groups? I can't remember a single one. To be honest they just made it even harder for small groups.
Negate nerf, wall of elements fix, ultimate gain, sieges now dealing absurd amounts of damage made playing with smaller groups a joke. The fix of wall of elements ess needed in some way but now it is just laughable. I really liked that you had to think about when to purge. Now trains can just have 4 players doing nothing else than spamming purge. In 1.5 we had an uncapped ability that did decent damage and had the potential do deal great damage if someone purged without thinking. Now there is no drawback about purging and nothing you do has an effect on the train.
Negate used to give way too many resources, I agree that a nerf was needed. But it also used to negate healing springs and other effects casted in it. Situational awareness was needed to not feed your opponents infinite resources. Ultimate gain used to reward outnumbered players using the right skills. Reducing ultimate gain slightly would have been fine, the new system of everyone getting the same ultimate is crap.
Does anyone notice what the changes have in common? Individual skill is now WAAAAAAAAY less important and three gap between a good and a bad player is nearly not existent anymore when it comes to groups.
If you have enough players in your train you can just give everyone a certain role and they can just spam one skill and . it is fine. players 1-4 spam purge. players 4-20 spam healing springs and barrier. players 20-50 spam one aoe damage skill.
In 1.5 this was possible too but if the purged spammed purge on wall of elements you died. If the healers spammed healing springs in an enemy negate the enemy got infinite resources and your own group only 1/3 healing (only Initial hit). Together with s banner and and a meatbag every raid wiped. Now they just spam their skills and win.
Sieges will never be a good idea as small groups suffer way more from getting hot by a siege than big groups.
#NerfPurge
Agrippa_Invisus wrote: »For many reasons, I disagree with this.
One of the few balance changes I agree with was the Ultimate gain change.
You're asking for the internal game mechanics to give you an inherent advantage to being surrounded and outnumbered. Something that should be a) avoided and b) defeated through good tactics and play, not by being handed a crutch. A crutch that was wildly abused during the old method of Ulti gain.
Adding to that, it's Ultimates that are often the exacerbater of lag events. Adding more Meteors to this game does it no favors in the department of performance. I foresee even worse lag should this change.
It's the purging and the healing that's too strong right now, making it hard to use other methods to bring down a blob of players. Additional ulti gain would not empower players to defeat these groups, instead rebalancing purge and heals is necessary.