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.
You need to realize that is is.. Player Vs Player..
RinaldoGandolphi wrote: »Again, you want to have a counter to zergs, do the following:
1. Make Oil Catapult and its snare un-purgable and not able to be removed with rapid manuevers or shuffle.
2. Make Meatbag Catapults Heal debuff un-purgable and able to stack 3 times.
Problem solved, an enemy who can't move;can't fight and meatbag heal debuffs will make it impossible for their healers to heal though the other siege damage being fired on them.
Yes you will need an organized group to do this, but its fair. While i would like 1 shot cannons, i also think compromise is important and the above is fair balance...you still need some organization to pull it off and your not 1 shotting the other zerg. it would make for more interesting battles for sure.
You can not be serious. In case you are. Nothing in this thread makes sense.You need to realize that is is.. Player Vs Player..
You are wrong.
Cyrodiil is War. AvAvA.
I fight to win the campaign for the pact, every 30 days. The same one no matter how we do.
Perphection wrote: »RinaldoGandolphi wrote: »Again, you want to have a counter to zergs, do the following:
1. Make Oil Catapult and its snare un-purgable and not able to be removed with rapid manuevers or shuffle.
2. Make Meatbag Catapults Heal debuff un-purgable and able to stack 3 times.
Problem solved, an enemy who can't move;can't fight and meatbag heal debuffs will make it impossible for their healers to heal though the other siege damage being fired on them.
Yes you will need an organized group to do this, but its fair. While i would like 1 shot cannons, i also think compromise is important and the above is fair balance...you still need some organization to pull it off and your not 1 shotting the other zerg. it would make for more interesting battles for sure.
Siege is not the answer.
The reason being is that those types of changes would hurt smaller groups more than they would larger groups, which again would incentivize a Zerg style of play.
Perphection wrote: »RinaldoGandolphi wrote: »Again, you want to have a counter to zergs, do the following:
1. Make Oil Catapult and its snare un-purgable and not able to be removed with rapid manuevers or shuffle.
2. Make Meatbag Catapults Heal debuff un-purgable and able to stack 3 times.
Problem solved, an enemy who can't move;can't fight and meatbag heal debuffs will make it impossible for their healers to heal though the other siege damage being fired on them.
Yes you will need an organized group to do this, but its fair. While i would like 1 shot cannons, i also think compromise is important and the above is fair balance...you still need some organization to pull it off and your not 1 shotting the other zerg. it would make for more interesting battles for sure.
Siege is not the answer.
The reason being is that those types of changes would hurt smaller groups more than they would larger groups, which again would incentivize a Zerg style of play.
People who think the answer to zergs is siege always seem to forget that large groups can use siege too...they can just put up more siege, while still having people left over to heal and protect the people on siege, great plan...
"Well, looks like we need 75% more healers. Start up Group 4, and have everyone equip healing springs."
Perphection wrote: »
Perphection wrote: »
I'd rather see world PvP, such as the Justice System expanding to include PvP (outlaw vs. regulator) in towns. Right now I don't envision the Imperial City Pvp concept going that well unless there's a relatively easy and close respawn point to enter the fray again.
You are wrong.
Cyrodiil is War. AvAvA.
I fight to win the campaign for the pact Swarm, every 30 days. The same one no matter how we do.
Perphection wrote: »The problem is that the Zerg is unchecked.
There are no repercussions, consequences, or deterrents to storming the map in groups of 60+.
This style of play is what's been ruining Open World/RvR/AvA/WvW whatever you choose to call it, PvP in every game as of late.
Sure a majority of the problem is the player-base itself, and the mentality that if beaten by a smaller, skillful, and coordinated group that the solution is to bring a larger group next time opposed to improving on an individual level. But one of the more troubling problems is that game mechanics allow this to happen, and have failed to implement any deterrent to this style of play, in most cases you're rewarded for indulging.
ZOS Failed when they removed AOE caps, because they did it wrong, and they failed with the implementation of the "Zerg Busting" ability Proximity Detonation, because again they did it wrong.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.
In order for the removal of an AoE cap to be impactful, or in anyway significant, the damage cannot be mitigated based upon the number of players hit. If anything the damage needs to be Directly Proportional to the number of targets hit, not Inversely Proportional. Meaning that as one amount increases another increases at the same rate
Based on the current Aoe Rational - "Zerg Busting" Abilities should have been developed like this:
E.g. Proximity Detonation :
- First 6 will take 100% damage,
- Next 24 targets will take 150% damage,
- Last 30 targets will take 175% damage
*If anything Prox damage should be reduced on single targets, no skill designed to be an AoE should be capable of damage this high.
(The %dmg numbers are arbitrary obviously, and taken from their current model. Point is the damage should scale with the players when using abilities designed to combat zergs.)
That is IF YOUR GOAL IS TO FORCE PLAYERS TO SPREAD OUT.
All other AoE skills, not designed to "Zerg Bust", have done nothing but negatively impact the server since the AoE Cap Removal. The damage mitigation past the first 6 targets is too great warrant the server side calculations which inevitably lead to the infamous slideshow gameplay where greater numbers still prevail. Having 100% of AoE damage would not add additional server stress, but would alleviate it due to players dying/retreating.
If you're going to be testing new Campaign PvP mechanics, please make changes that could actually help treat the root cause and not just tend to the symptoms.
You need to realize that is is.. Player Vs Player.. There are so few who truly care about winning the campaign that re-distributing point accumulation is hardly an incentive.
We want to fight each other, and we don't need a reason to do it. We just need a stable platform, and a PvP team who's willing to make adjustments to their "vision", of what the game should be and what it actually is.
[Moderator Note: Removed names from the title.]
AhPook_Is_Here wrote: »Just going to point out your prox det idea is going to be awful, you will just get 2 or 3 sorcs streaking into stacked raids armed and taking out 40 people in 1 streak. Same with NBs dark cloaking in armed and getting sneak attack damage bonuses on top of that. It will be entirely ***, even more special than it is now... somehow.
If anything Prox damage should be reduced on single targets, no skill designed to be an AoE should be capable of damage this high.
The %dmg numbers are arbitrary obviously, and taken from their current model. Point is the damage should scale with the players when using abilities designed to combat zergs.
That is IF YOUR GOAL IS TO FORCE PLAYERS TO SPREAD OUT.
Hypertionb14_ESO wrote: »the problem is that even if you remove the diminishing returns, 60 targets effected is still greater than 6, and that does require a bit more resources and data returns.
AhPook_Is_Here wrote: »Just going to point out your prox det idea is going to be awful, you will just get 2 or 3 sorcs streaking into stacked raids armed and taking out 40 people in 1 streak. Same with NBs dark cloaking in armed and getting sneak attack damage bonuses on top of that. It will be entirely ***, even more special than it is now... somehow.
Yeah, would be insane. I would naturally do it on my NB all day long. Minor + Major Berserk + Major Sorcery. Cloak, Ambush on the raid standing on the flag and bam Proxi Explosion. So much AP for so little work
Would be fun for sorcs and NB's, but I still dont think insta-win buttons or unbalanced class builds, is the way to fix zerg-blobbing.
Something should scale better when used against large groups than when it is used by them.
The proposal to make Magicka Detonation scale upwards with the number of targets affected is a good candidate. Even then, it will be used by large groups against other large groups, but it would at least give small groups a chance against blobs.
It might be easier to change the rulesets, though, to encourage folks to spread out. At least one of the new campaigns will focus on holding resources. That's an interesting experiment. So are some of the others. Laboratories of Muderocracy
BossTuggles wrote: »You can not be serious. In case you are. Nothing in this thread makes sense.You need to realize that is is.. Player Vs Player..
You are wrong.
Cyrodiil is War. AvAvA.
I fight to win the campaign for the pact, every 30 days. The same one no matter how we do.
This guy needs his speaking privileges taken away. Everything this guy said was thought out and is correct. I feel sorry for you.