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Proximity detonation and inevitable detonation needs ONE additional change to properly function

jrkhan
jrkhan
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"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 Dark Talons, will only immobilize the first 6 targets who take damage."

This skill needs to not diminish the damage it deals to players when it hits 7+ targets.
I believe the entire point of a skill that scales in damage based on the number of targets it hits is to help wipe tightly stacked large groups.
Instead, a reasonable sized group of 5, is the MOST affected by this ability. Please remove the AOE damage diminishing returns on players 7 - 60.
Also, this should apply to player targets only so as to minimize impact on pve aoe grinding.
Edited by jrkhan on August 14, 2015 6:51PM
  • Glory
    Glory
    Class Representative
    Agreed. Also, make a stamina version/morph to balance Zerg busting.
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  • Domander
    Domander
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    Agreed. Also, make a stamina version/morph to balance Zerg busting.

    no.......................
    Edited by Domander on August 11, 2015 12:11AM
  • Septimus_Magna
    Septimus_Magna
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    Agreed, the damage should scale up to at least 20 players.

    Right now the limit of 5 targets actually helps large groups to take out small groups, it should work the other way around.

    This is possible by scaling up the damage by 5% per PLAYER hit, to a maximum of 20-30 players.

    Lets see how those 40 man zergs fare when they get wiped by 3 well coordinated suicide bombers.

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  • Dracane
    Dracane
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    I see the Ebonheart Pact on EU/PC crumbling down when they would make this change :) Glorious.
    I like
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  • Master_Kas
    Master_Kas
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    Very much yes!!

    Stambuilds already got steel tornado :trollface:
    EU | PC
  • Mojmir
    Mojmir
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    Master_Kas wrote: »
    Very much yes!!

    Stambuilds already got steel tornado :trollface:

    liquid lightning should get a stamina morph,Rollin Thunder!!!
  • jrkhan
    jrkhan
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    The problem is, that if you try to 'bomb' a large group, there is no gaurentee that each aoe will hit the same targets for full damage.
    This mechanic greatly favors large groups.
    Even if you have a group of 8 perfectly timed aoes against a less coordinated group of 60, players in that group of 60 are taking, on average only 42.5% of that damage.
    (On each aoe, 6 players take full, 24 players take half, 30 players take 1/4, averages out to 42.5%)
    I really think this is why zerging is so rampant, in addition to the utility provided by additional players, large groups provide 57.5% damage reduction against aoes.


    Unless it's intended for this skill to be the "small group of 6" buster (which it will be great at), it needs to have no diminishing returns on targets 7-60, so it can rightfully be a "zerg buster"
    Edited by jrkhan on August 14, 2015 7:39PM
  • FENGRUSH
    FENGRUSH
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    All threads that address ways to bust zergs are amazingly awesome threads. Agree with all ideas that make this happen.
  • TBois
    TBois
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    Proxi det should be the new ground oil. I hope zos does something so that people can effectively Zerg bust. Zergs kill the performance of their game as well
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  • Morvul
    Morvul
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    Agreed, the damage should scale up to at least 20 players.

    Right now the limit of 5 targets actually helps large groups to take out small groups, it should work the other way around.

    This is possible by scaling up the damage by 5% per PLAYER hit, to a maximum of 20-30 players.

    Lets see how those 40 man zergs fare when they get wiped by 3 well coordinated suicide bombers.

    this!
  • WebBull
    WebBull
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    jrkhan 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 Dark Talons, will only immobilize the first 6 targets who take damage."

    This skill needs to not diminish the damage it deals to players when it hits 7+ targets.
    I believe the entire point of a skill that scales in damage based on the number of targets it hits is to help wipe tightly stacked large groups.
    Instead, a reasonable sized group of 5, is the MOST affected by this ability. Please remove the AOE damage diminishing returns on players 7 - 60.
    Also, this should apply to player targets only so as to minimize impact on pve aoe grinding.


    If they want to cut down on zergs, it should scale the other way. First x amount of players 25%, next x amount 75%, 24+ 100%. The amount of damage should be increased somewhat to offset the fact rarely will there be (even in a zerg) that many players in the current radius. Or increase the radius.
  • Saint_JiubB14_ESO
    Saint_JiubB14_ESO
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    WebBull wrote: »
    jrkhan 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 Dark Talons, will only immobilize the first 6 targets who take damage."

    This skill needs to not diminish the damage it deals to players when it hits 7+ targets.
    I believe the entire point of a skill that scales in damage based on the number of targets it hits is to help wipe tightly stacked large groups.
    Instead, a reasonable sized group of 5, is the MOST affected by this ability. Please remove the AOE damage diminishing returns on players 7 - 60.
    Also, this should apply to player targets only so as to minimize impact on pve aoe grinding.


    If they want to cut down on zergs, it should scale the other way. First x amount of players 25%, next x amount 75%, 24+ 100%. The amount of damage should be increased somewhat to offset the fact rarely will there be (even in a zerg) that many players in the current radius. Or increase the radius.

    I don't get why it has a cap in the first place, barrier and purge aren't capped a 6, why is the only direct offense skill in the alliance war tree? And I agree with increasing the radius.

    But I would also like to see inevitable detination buffed, it is so bad now compared to prox, prox only takes 2.2 extra seconds to go off, but during 1.8 of the seconds on inevitable you can't act, it costs less, can't be interrupted, can't be purged (the entire point of inevitable) since it is placed on you, inevitable is intended to be dodgeable with dodge roll, and it is just generally easier to avoid the damage since during the 4 seconds the target is in control of their positioning.
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  • themdogesbite
    themdogesbite
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    This this so so much this! Sadly it seems that zos is intent on buffing big groups and ensure that turteling is the most efficent way to play.
    :]
  • ScruffyWhiskers
    ScruffyWhiskers
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    I'd like to see the timer reduced to 6 seconds. But that's just me.
  • aco5712
    aco5712
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    Timer down to 6 secs like scruffy said coz 8 secs is quite long and this. This would be amazing. Take note ZOS.... we are doing the hard work for you by coming up with these ideas, so at least /lurk or implement them.
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  • WRX
    WRX
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    Completely agree. At the very least make it so that their is no mitigation against shields.
    Decibel GM

    GLUB GLUB
  • asneakybanana
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    I think it should increase exponentially based on # of groups hit.
    1-4: 2000
    5-8: 3500
    9-12: 6000
    13-16: 10000
    17+: 16000

    This way it encourages groups of up to 12 to play tight and organized but makes it so that if you hit 4 or 5 or more groups of enemies it will do some serious damage which will be tough to heal and mitigate through but when you have 24 people all doing the exact right thing is possible.
    Edited by asneakybanana on August 15, 2015 1:13AM
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  • SeptimusDova
    SeptimusDova
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    scale to 100 players the first 6 are nuked and kicked from server for 5 minutes. Repeat zerg offenders will get sent to a Time out cave where they have to listen to red diamond on the flute for 10 minutes.
  • MisterBigglesworth
    MisterBigglesworth
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    Give Radiant Destruction a morph where it does a small amount of damage to a single target, but the beam instantly jumps to the nearest enemy within 10 meters, gaining 20% more damage (additive) each time, jumping up to 100 times.

    BASICALLY THIS:
    2j1v9xg.jpg

    Oh and... something similar for the other classes... I guess... but not Sorcs... #nerfsorc
    Edited by MisterBigglesworth on August 15, 2015 2:02AM
    Really we do it without like, the musical instruments. This is the only musical: the mouth. And hopefully the brain attached to the mouth. Right? The brain, more important than the mouth, is the brain. The brain is much more important.
  • ewhite106b16_ESO
    ewhite106b16_ESO
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    Agreed, all the AOE caps for damage need to be removed THEN maybe the anti-zerg skills will really be....anti-zerg. Also, the damage should scale higher on proximity/inevitable detonation for the number of targets hit, say 5% per target capping at 100%.
  • toxikh.earth89neb18_ESO
    Master_Kas wrote: »
    Very much yes!!

    Stambuilds already got steel tornado :trollface:

    u cant use steel tornados if u feared, stuned, disoriented...
  • Thraben
    Thraben
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    Just REDUCE detonation´s damage by 5% per allied player within 10 meters.

    Problem solved.

    The detonation zergs using an anti- zerg skill in a zerg against solo players have become unbearable.
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