imredneckson wrote: »Zergs are a wicked problem meaning there is no good and/or easy way to fix them. I've thought about different ways to reduce AP gain in group over a certain number, nerf AOE range and/or damage ( still laughing at the nerf impulse but buff steel tornado idea ), but I just don't know anymore.
I like how you're trying to help ZOS help us and I hope they listen to you and other player who keep trying to improve this game.
24 should kill 8 guys easily. No wonder this game is so dead. Btw, IC will cure lag and zerging.
https://www.youtube.com/watch?v=KxJTsq2XeKYWe are discouraged from playing through the quests in a group and now we are discouraging playing PvP in groups?
This is not how I thought an Elder Scrolls MMO would turn out lol.
Easy way to stop zerging.
One on one - 80% of stones.
Group of four - 50% of stones.
Group of six - 25% of stones.
Group of eight - 10% of stones.
Group of ten and up - 0 stones.
Group of twenty and up - the person you kill gets ALLof your stones because your a dirty zerging scumbag.
I'm going to say this once again.
Nerfing rewards etc. will not stop zerging.
Groups zerg because there is safety in numbers and bringing more numbers will eventually turn any battle to your favour. This has been the same in every MMO which has had open world style PvP.
I have no problems with changes which mean a quality group of players can beat a larger group, however to keep the game fair larger numbers should eventually be able to overcome this. It's on the smaller groups to realise when they're skill is finally outmatched by numbers and disengage.
I run a PvP guild with around 90 members, on a planned guild raid night which we hold once a week I normally have 40-50 members online wanting to play together, should I now be turning members away or saying people can't play with some of their friends because we have to break up the raid?
Look at this video which ZOS advertised the game as, this is the PvP myself and many others were excited to come here for.https://www.youtube.com/watch?v=KxJTsq2XeKY
Cyrodiil should be treated like a sandbox, PvP should be of all types at all times and part of the nights play should be hunting/avoiding groups you do/don't want to tangle with.
We are discouraged from playing through the quests in a group and now we are discouraging playing PvP in groups?
This is not how I thought an Elder Scrolls MMO would turn out lol.
Minnesinger wrote: »Easy way to stop zerging.
One on one - 80% of stones.
Group of four - 50% of stones.
Group of six - 25% of stones.
Group of eight - 10% of stones.
Group of ten and up - 0 stones.
Group of twenty and up - the person you kill gets ALLof your stones because your a dirty zerging scumbag.
That would work only in IC. Personally, I don´t really care of TV stones. Trophies are the real goal of my adventures in IC.
Ok, so let me get this straight. You want people to go from wrecking blow spamspamityspam to AoE spamspammityspam and that will solve the problems? It just turns from one problem to another, but it still remains a problem. 12 people spamming unlimited target steel tornado and flame ring does not equal skill, it just means you are an AoE spammer, and puts you in the same category as a wrecking blow spammer or snipe spammer etc.
Or there is a different solution. Keep the unlimited AoE targets but reduce damage for each target it hits by 3%, that way it's balanced between damage and massive AoE.
Asherons_Call wrote: »Just post a game master at the exit of the sewers that are being camped and tell the gankers to disburse or get account locked for a week or so. After a few weeks they'd eventually get the hint.
Ok, so let me get this straight. You want people to go from wrecking blow spamspamityspam to AoE spamspammityspam and that will solve the problems? It just turns from one problem to another, but it still remains a problem. 12 people spamming unlimited target steel tornado and flame ring does not equal skill, it just means you are an AoE spammer, and puts you in the same category as a wrecking blow spammer or snipe spammer etc.
Or there is a different solution. Keep the unlimited AoE targets but reduce damage for each target it hits by 3%, that way it's balanced between damage and massive AoE.
Hiero_Glyph wrote: »The OP is correct although their rationale is wrong. The reason why AoE caps need to be removed isn't to give an advantage to the 8-12 player (smaller?) groups; it's to punish players that utilize bad strategies and cluster around singular targets. By all rights the 12-24 player group should have no problem killing the smaller groups or single player but when they rely on numbers instead of skill/strategy then they should be punished for allowing the smaller group/single player to exploit their mistake(s).
If that large group remains spread apart and uses strategy in how they attack then the small group/single player is no better off even without AoE caps; the larger group will still have the advantage. If, however, the larger groups remains clustered and groups together around targets and in hallways then a small group/single player should be able to use an ability to exploit this mistake. I mean take Proximity Detonation, it's radius is small enough to be avoided but large enough to punish players that stand next to one another. It also only gains +5% per target so even if 10 targets are clustered it's not like the +50% is going to make it OHKO everyone; it just makes large groups actually have to apply tactics instead of brute force.
houimetub17_ESO wrote: »You do realize that a grp of 24 with aoe bomb will totally destroy a grp of 8 due to the fact that their aoe are also un capped so is their heals and aoe buffs.
Might work vs a grp of 24 stacked together if you get a negate timed right and surprise factor but its about it. Smart leader would spread his 24 making your ult dump hit 3-4 and the other 20 would still murder the grp of 8.
Oh and DiE would roam around zergs taking advantage of their presence to bomb and run over enemy groups. Only grps that would run 8 members vs more would be bombing in chokes or behind enemies by surprise. However it didnt work all the time.
I remember the damage of 12+ impulse all at once. It was not fun.
Ok, so let me get this straight. You want people to go from wrecking blow spamspamityspam to AoE spamspammityspam and that will solve the problems? It just turns from one problem to another, but it still remains a problem. 12 people spamming unlimited target steel tornado and flame ring does not equal skill, it just means you are an AoE spammer, and puts you in the same category as a wrecking blow spammer or snipe spammer etc.
Or there is a different solution. Keep the unlimited AoE targets but reduce damage for each target it hits by 3%, that way it's balanced between damage and massive AoE.
johan.danielsson1994b16_ESO wrote: »I dont see how further benefiting large raids that abuse turteling would help solving the issue?.. What messed large groups up pre 1.6 was not AoE caps but dynamic ultimate regen. More enemies hit = more ultimate. Combine this with the strong negate magic and stacking healdebuffs togheter with purge bug and large raids actually had to put effort in how they made their engagements beyond spamming steel tornado.
If you wanted to purge the stacked healdebuffs you had to do so inside negates in order to be safe agasint the bugged wall of elements spam. It might have been horribly broken but PvP havent been as tactical as then ever since. I know about EU guilds that just forced everyone to put 100 CP in quick recovery and slot barrier as their ultimate in 1.6, rofl.
Dynamic ultimate regen needs to comeback togheter with a full removal of AoE caps (besides for healing, should remain at 6.) I strongly believe this is the way to combat turteling groups.