Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
i would say both should do arround 600(inevitable) and 1000(proxi) base dmg(before cyrdoiil debuff). wich then is doubled for each enemy hit up to 6 targets this would mean
one target hit = 500dmg (with debuff)
2 targest hit = 1000dmg each
3 = 2000
4 = 4000
5 = 8000
6+ = 16000 each
that way those skills would actally be blobbusters but not singeltarget nukes as they were supposed to be.
That could work but:i would say both should do arround 600(inevitable) and 1000(proxi) base dmg(before cyrdoiil debuff). wich then is doubled for each enemy hit up to 6 targets this would mean
one target hit = 500dmg (with debuff)
2 targest hit = 1000dmg each
3 = 2000
4 = 4000
5 = 8000
6+ = 16000 each
that way those skills would actally be blobbusters but not singeltarget nukes as they were supposed to be.
I think what people really want are a long series of 1v1's. Or at least that what these suggestions make it appear to want.
Instead of creating situations where one guy can wipe out 12 guys instantly we should instead be changing the skills that work to over-strengthen large groups.
Warhorn, Purge etc... should only affect 2 nearby allies, stuff like that.
We still want teamwork in Cyro right? You can't overly punish people wanting to play together or no one will play.
I think what people really want are a long series of 1v1's. Or at least that what these suggestions make it appear to want.
Instead of creating situations where one guy can wipe out 12 guys instantly we should instead be changing the skills that work to over-strengthen large groups.
Warhorn, Purge etc... should only affect 2 nearby allies, stuff like that.
We still want teamwork in Cyro right? You can't overly punish people wanting to play together or no one will play.
I think what people really want are a long series of 1v1's. Or at least that what these suggestions make it appear to want.
Instead of creating situations where one guy can wipe out 12 guys instantly we should instead be changing the skills that work to over-strengthen large groups.
Warhorn, Purge etc... should only affect 2 nearby allies, stuff like that.
We still want teamwork in Cyro right? You can't overly punish people wanting to play together or no one will play.
How is spreading out = many 1v1s?
People shouldn't get punished for playing together. They don't need to get punished for stacking up either. But there needs to be a risk involved in that, not more safety!
i would say both should do arround 600(inevitable) and 1000(proxi) base dmg(before cyrdoiil debuff). wich then is doubled for each enemy hit up to 6 targets this would mean
one target hit = 500dmg (with debuff)
2 targest hit = 1000dmg each
3 = 2000
4 = 4000
5 = 8000
6+ = 16000 each
that way those skills would actally be blobbusters but not singeltarget nukes as they were supposed to be.
I think what people really want are a long series of 1v1's. Or at least that what these suggestions make it appear to want.
Ok so team work means runing with a 12-24 player group staked in 4m^2.We still want teamwork in Cyro right? You can't overly punish people wanting to play together or no one will play.
i would say both should do arround 600(inevitable) and 1000(proxi) base dmg(before cyrdoiil debuff). wich then is doubled for each enemy hit up to 6 targets this would mean
one target hit = 500dmg (with debuff)
2 targest hit = 1000dmg each
3 = 2000
4 = 4000
5 = 8000
6+ = 16000 each
that way those skills would actally be blobbusters but not singeltarget nukes as they were supposed to be.
Why shoul Proxy do more damage than Inevitable though? It's far easier to use now.
That could work but:i would say both should do arround 600(inevitable) and 1000(proxi) base dmg(before cyrdoiil debuff). wich then is doubled for each enemy hit up to 6 targets this would mean
one target hit = 500dmg (with debuff)
2 targest hit = 1000dmg each
3 = 2000
4 = 4000
5 = 8000
6+ = 16000 each
that way those skills would actally be blobbusters but not singeltarget nukes as they were supposed to be.
-it shouldn't be completely worthless for 1-3 target either
-it shouldn't be too punishing for small groups of ~4-6 , maxing the damage at that point is a bit to much imo.
-It should be completely merciless on any stack of 12+ .
However the damage it does is not the biggest problem. The fact that it is the coolest Zerg toy since people invented staying really close to each other spaming AOEs and heals is the bigger problem. A damage reduction based on near allies could be interesting.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Septimus_Magna wrote: »The max of 5 person damage scale is not very smart, this will only make it easier for big groups to wipe small groups because the big groups proxy deto's do the same damage but they have people using it.
The damage needs to scale up to at least 15-20 players, this will disencourage big zergs because 4 magicka NBs can wipe them with a well timed proxy deto attack.
If proxy deto is intened to be the zerg buster skill make it so small groups have an advantage over a large group, not the other way around...
I fully agree that there should be a bigger difference between the single target and multiple target damage. However, I do not know how I would implement this in a way that doesn't have a major effect on PvE, because if the damage scales too high all fights with a large amount of mobs would become too easy. I assume that ZOS does not have a way that would enable the Battle Spirit buff to affect a single skill.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
I fully agree that there should be a bigger difference between the single target and multiple target damage. However, I do not know how I would implement this in a way that doesn't have a major effect on PvE, because if the damage scales too high all fights with a large amount of mobs would become too easy. I assume that ZOS does not have a way that would enable the Battle Spirit buff to affect a single skill.
i would say both should do arround 600(inevitable) and 1000(proxi) base dmg(before cyrdoiil debuff). wich then is doubled for each enemy hit up to 6 targets this would mean
one target hit = 500dmg (with debuff)
2 targest hit = 1000dmg each
3 = 2000
4 = 4000
5 = 8000
6+ = 16000 each
that way those skills would actally be blobbusters but not singeltarget nukes as they were supposed to be.
Why shoul Proxy do more damage than Inevitable though? It's far easier to use now.
because you cant cast it continiously on multiple targets to have one detonation every two seconds.
[...]
But the new dmg scaling of 5+ targets is madness tho. It's zerg buffer ffs lol. Penalizes small groups so hard. Groups already struggling and outnumbered. This while your average lag blob is completely unaffected by the change. They can facetank and outheal, like they do today.
But the new dmg scaling of 5+ targets is madness tho. It's zerg buffer ffs lol. Penalizes small groups so hard. Groups already struggling and outnumbered. This while your average lag blob is completely unaffected by the change. They can facetank and outheal, like they do today.
Exactly, and the reason larger groups are so strong is because of AoE healing/Warhorn/Charging Maneuver/Purge affecting so many targets.
If you cap the targets for support/healing skills to 4-6 you immediately make it less efficient to stack more than that number, which encourages groups to break up in to smaller groups. Offensive skills can remain uncapped.
The solution to so much current AoE is not new, even more powerful AoE.