Pain In The Axe wrote: »Smart gameplay and good terrain anaysis still wipes the Zergs Everytime, but yes make them weaker so our smaller group can stomp them even harder than we already do
Certainly not "every time". It's definitely possible - heck we do it every day. However, there are time where sheer numbers and what I like to call 'the cockroach effect' comes into play - where you kill 30 / 40 people and move to the next position to kill the rest and, next think you know, the entire zerg behind you has been ressed (this is particularly aggravated by the advent of this Kagrenac's Hope set).
Fundamentally, zergs in this game are far too strong and have far too many benefits. No one denies that having large numbers should give you an edge. And sure, if people are unable to play in small groups then they should certainly have the option to play in these larger groups should (for whatever reason) they feel that this is fun. They should not be given such ridiculous benefits in stacking up in one spot, however.
why fight evil with evil. Just nerf all AoE damage to the ground. Or better, replace all of them with single target abilities. Game would be much better.
On the contrary, it would mean people zerg even more, because they will be much harder to target while in a blob while at the same time being able to throw out single target abilities left, right and center.
Hmm, what might work then is to make all AoE ranged with a minimum range attached. That would make it harder for the zerg to create a moving "death zone" and easier to target bunched up players.
DaveMoeDee wrote: »DaveMoeDee wrote: »What would the AOE spamming do for server performance?
I don't see how they are supposed to design a game where having more people in large scale PvP does not give you an advantage.
Removal of AOE caps means two things.
First, the server has significantly less calculations to do. Simply number of people hit = apply dmg (less resistances etc). Now you have many more calculations based on X amount of damage for first 6 people hit, 50% less for XYZ people hit etc etc. Less calculations = less server stress = less lag.
Secondly, it stops the zergs from abusing the fact that if they stack on top of each other they mitigate a ton of damage. In fact with the removal of AOE caps people blobbing up would make it easier to kill them. They would be forced to spread out and this is good for overall game health.
People will use AOE a lot more if you remove caps. Using them a lot more means more calculations.
Its zergs or risk and reward what you guys hate. I think later, because we didnt get so many zerg complaints before. I think its just fun when you're holding tons of stones and you meet enemy zerg, it gives an adrenaline rush.
Its zergs or risk and reward what you guys hate. I think later, because we didnt get so many zerg complaints before. I think its just fun when you're holding tons of stones and you meet enemy zerg, it gives an adrenaline rush.
When were zergs, in any game, NOT OP?
Every "zerg" killer, in 15 plus MMOs with PVE or PVP, has always been worked into a skill that the zerg can use for profit. RIght up to having a stealth go in to check out the area, then having 6 tanks go into the Plane of Fear, to clear the way for the other 20 clothies. Once we figured that out, those mobs became loot profit.
Rift, class dominator, mass betrayal.
Daoc, pretty much instant death if ya stacked up.
Apart from that: What risk vs reward? There is absolutely no risk associated with ganking players farming stones and once you´ve gotten enough stones to warrant the use of a porterstone porting home and depositing them. The reward is entirely on the ganker side while the risk is entirely on the farmers side for imperial city.
Maybe the idea is to get cooperative: people farming mobs while others are farming gankers
This is the whole point I bet: having a kill reward system that makes farm more dangerous in the ic, adding a thrill to it...
Now some campaigns are almost empty, so if people need to farm "alone"...
We still play small groups too. Especially during the first days we played almost exlusively in 4-5 people groups (frost and hells uploaded some vids of that I think).
I feel sad bc part of me thinks this is true. This game currently punishes anyting not streamlined to follow crown in pvp - which is just sad.Pain In The Axe wrote: »Smart gameplay and good terrain anaysis still wipes the Zergs Everytime, but yes make them weaker so our smaller group can stomp them even harder than we already do
Certainly not "every time". It's definitely possible - heck we do it every day. However, there are time where sheer numbers and what I like to call 'the cockroach effect' comes into play - where you kill 30 / 40 people and move to the next position to kill the rest and, next think you know, the entire zerg behind you has been ressed (this is particularly aggravated by the advent of this Kagrenac's Hope set).
Fundamentally, zergs in this game are far too strong and have far too many benefits. No one denies that having large numbers should give you an edge. And sure, if people are unable to play in small groups then they should certainly have the option to play in these larger groups should (for whatever reason) they feel that this is fun. They should not be given such ridiculous benefits in stacking up in one spot, however.
Well you´re not exactly playing in a small grp either. 10 to 12 people already take advantage in the dmg reduction system currently in place. The grpsize punished the most by the current system is 4 to 8 players because it becomes undesireable to run pure solo builds but you don´t gain much by running grp oriented builds.
Grps with less than 4 players can still easily outmaneuver larger grps and are pretty much always coordinated solo players/builds. Currently to warrant a grp with dedicated support/CC roles you need atleast 8 players (better 10 imho).
Still always pretty impressive to watch you guys from a distance
Rune_Relic wrote: »So If I can now hit 60 people for 100% damage...at same cost...why would I use anything but AoE ?
Perhaps there is still a few people that remember before caps were raised to 60.
You know...after which they had to cut campaign sizes down to 1/10th the size because raising the players hit caused so much more lag.
Some people have really, really short memories or have serious power craving issues.
Giving players god like abilities does not (has not) fix lag.
It just gives a bigger group of players even more godlike abilities.
We are trying to get away from players with 1 sec TTK....and your solution is to go back to a 1 sec TTK with OP skills.
Even if you replace 4 executional branches with 1 branch..you still have to do all the Hots/Dots/Heals/Damage calcs on 60 people regardless...which have to be selected form an infinite number of people within a selection radius. Which also have to identify potential synergie players to be notified
Will it be quicker....obviously.
Will it improve anything in the greater scheme of things...nope.
All I see is a "make me godmode" scream.
Rune_Relic wrote: »So If I can now hit 60 people for 100% damage...at same cost...why would I use anything but AoE ?
Perhaps there is still a few people that remember before caps were raised to 60.
You know...after which they had to cut campaign sizes down to 1/10th the size because raising the players hit caused so much more lag.
Some people have really, really short memories or have serious power craving issues.
Giving players god like abilities does not (has not) fix lag.
It just gives a bigger group of players even more godlike abilities.
We are trying to get away from players with 1 sec TTK....and your solution is to go back to a 1 sec TTK with OP skills.
Even if you replace 4 executional branches with 1 branch..you still have to do all the Hots/Dots/Heals/Damage calcs on 60 people regardless...which have to be selected form an infinite number of people within a selection radius. Which also have to identify potential synergie players to be notified
Will it be quicker....obviously.
Will it improve anything in the greater scheme of things...nope.
All I see is a "make me godmode" scream.
Rune_Relic wrote: »So If I can now hit 60 people for 100% damage...at same cost...why would I use anything but AoE ?
Perhaps there is still a few people that remember before caps were raised to 60.
You know...after which they had to cut campaign sizes down to 1/10th the size because raising the players hit caused so much more lag.
Some people have really, really short memories or have serious power craving issues.
Giving players god like abilities does not (has not) fix lag.
It just gives a bigger group of players even more godlike abilities.
We are trying to get away from players with 1 sec TTK....and your solution is to go back to a 1 sec TTK with OP skills.
Even if you replace 4 executional branches with 1 branch..you still have to do all the Hots/Dots/Heals/Damage calcs on 60 people regardless...which have to be selected form an infinite number of people within a selection radius. Which also have to identify potential synergie players to be notified
Will it be quicker....obviously.
Will it improve anything in the greater scheme of things...nope.
All I see is a "make me godmode" scream.
Rune_Relic wrote: »So If I can now hit 60 people for 100% damage...at same cost...why would I use anything but AoE ?
Perhaps there is still a few people that remember before caps were raised to 60.
You know...after which they had to cut campaign sizes down to 1/10th the size because raising the players hit caused so much more lag.
Some people have really, really short memories or have serious power craving issues.
Giving players god like abilities does not (has not) fix lag.
It just gives a bigger group of players even more godlike abilities.
We are trying to get away from players with 1 sec TTK....and your solution is to go back to a 1 sec TTK with OP skills.
Even if you replace 4 executional branches with 1 branch..you still have to do all the Hots/Dots/Heals/Damage calcs on 60 people regardless...which have to be selected form an infinite number of people within a selection radius. Which also have to identify potential synergie players to be notified
Will it be quicker....obviously.
Will it improve anything in the greater scheme of things...nope.
All I see is a "make me godmode" scream.
If you are a zerg monkey I understand how you think this.
People aren't asking to hit unlimited amount of players. Just get rid of this diminishing returns cap that renders zergs and zerg monkeys near invincible except against other zerg and zerg monkeys.
LegendaryChef wrote: »I would also really appreciate my negate magic to actually negate magic and not require a break free because when you think about it, it doesn't make much sense.
Lava_Croft wrote: »I've always supported the AoE caps, but especially the latest update clearly shows that they need to go. On the other hand, I've always thought that uncapped Barrier and Purge were fine, but this update has also 'fixed' that.
Please remove the AoE cap on offensive skills and implement a sane cap on skills like Barrier and Purge. The damage nerf combined with with existing AoE caps indeed turns the zerg into god mode, while uncapped Barrier and Purge on top of that just makes everything rather silly.
Rune_Relic wrote: »So If I can now hit 60 people for 100% damage...at same cost...why would I use anything but AoE .
Actually it does make sense because being silenced is considered a CC. The problem in this game is that we can CC break anything every 6seconds which is wrong. We should only be able to cc break every 1-2minutes and there should be different diminishing returns for every category of ccs (silences, roots, snares, stuns, fears, off balance). I would also suggest to group the diminishing returns of roots + snares and silences + stuns together. In the end you would have to decide what to cc break every 1-2minutes or so and there would be no cc immunity anymore from cc breaking, only a diminishing return of 8 seconds or so. You could still get CC immunity for X seconds from skills, passives, gear bonuses.
Firstly, you make it sound as if people contemplate not using AOE because of the existence of the AOE cap. That's ridiculous. I don't think "oh, my fire ring will only hit 6 people at max damage so I will use crystal fragments instead trololol". Tell me, if you were fighting 60 people now - why would you choose anything but AOE (out of choice?) People use abilities based on their build and what they are trying to achieve with that build. They do not choose abilities based on the existence (or not) of an AOE cap and it is stupid to suggest otherwise. .
DaveMoeDee wrote: »People will use AOE a lot more if you remove caps. Using them a lot more means more calculations.
DaveMoeDee wrote: »What would the AOE spamming do for server performance?
I don't see how they are supposed to design a game where having more people in large scale PvP does not give you an advantage.
Removal of AOE caps means two things.
First, the server has significantly less calculations to do. Simply number of people hit = apply dmg (less resistances etc). Now you have many more calculations based on X amount of damage for first 6 people hit, 50% less for XYZ people hit etc etc. Less calculations = less server stress = less lag.
Secondly, it stops the zergs from abusing the fact that if they stack on top of each other they mitigate a ton of damage. In fact with the removal of AOE caps people blobbing up would make it easier to kill them. They would be forced to spread out and this is good for overall game health.