https://www.youtube.com/watch?v=bk6oYAiQGNohttps://www.youtube.com/watch?v=bk6oYAiQGNo
59:00 onwards. What @FENGRUSH says is how every single person that loves pvp feels.
What they say about dynamic ulti gen is also the truth.
Good work on this podcast guys, enjoyed watching.
If your group is bigger than 6 members gain 75% damage reduction.
If your group is bigger than 6 members gain 75% damage reduction.
People can still group up and enter campains where they are not homed to wreck face to the locals. This should stop.
Also the gated access could be implemented now, stimulating more people to leave the sewers and help defend keeps.
But i honestly dont know if this would fix the current problem...
FireCowCommando wrote: »battlegrounds! elo system!
I particularly like this but how about the skill just doesn't work if your group is larger?CaptainObvious wrote: »If your party is larger than the current opposition, then proximity detonation backfires.
How about just buffs/debuffs based on group size?
rfennell_ESO wrote: »If you were to reduce AP gains like XP gains, but go even further... like 50% reduction of AP total at a number and another 50% at another (and so on). Zerging would no longer be something you saw as often.
I actually wouldn't have a problem with these kinda groups if it wasn't for AoE-Caps protecting the zergs balling up on the crown which gives free damage mitigation. Lag and Steel Tornado = broken
Proxy Detonation: capped with 6 targets. WTF? AoE-caps are the most broken thing in this game.
Make pvp specific maps for small scale action.
CrowsDescend wrote: »We used to be able to use a sneaky Coldharbour siege weapon to make the zergs disperse, but now they hit like a wet noodle. I would (also) strongly suggest upping Siege Weapon damage because it's just dramatically low right now.DEATHquidox wrote: »Id say theres 4 morphs to magicka det for a stam version and with both on self and target to stop the zergs and dont have a damage cap for all the people in it.I think removing certain AOE caps would allow smaller groups to tactically bust zergs.firstdecan wrote: »having an NPC spy or spotter network that would provide periodic heatmaps of opposing player populations.They can just storm into the hallway of the bridge without worrying about oil, or being snared and proxy'd. If there were a counter for them (siege/proxdet/something), smaller groups would at least have a fighting chance TO SLOW THEM DOWNI believe that the best solution for competitive PvP would be Battlegrounds/Arenas of some sort which are instanced with dedicated leaderboards.If you want to get rid of Zergs, then the problems creating them must go away first. Otherwise people will continue to do what they must to survive.
NOT A PEEP FROM ZOS. AGAIN, WHY AM I STILL HERE?
If your group is bigger than 6 members gain 75% damage reduction.
RinaldoGandolphi wrote: »More powerful siege that:
1. Does 30k damage and the DOT's do another 15k or so.
2. Siege that ignores damage shields and barrier.
3. Siege whose DOTS and effects are not Purgable except by using the Templar;s Extended Ritual Synergy that has a cooldown.
That's the only way you will ever stop zergs....You have to make it impossible to outheal siege damage, and siege damage should ignore damage shields and barrier and be unpurgable.
This forces folks to spread out or die...this makes running around in alrge train spamming heals and purge simply not viable because you will die.
operating a Siege Weapon leaves you vulnerable,. its clunky, you lose access to your skill bar, and it must be packed and unpacked...it should hit mega hard for these reasons...the fact a stealth attack from a bow or a stealth Wrecking Blow hits harder then siege which is firing a 350 pound piece of flaming rock at a stupid high velocity to your face and you can simply shurg it off is why this game is zerg, zerg, zerg.
With the downsides siege has, it should be the zerg buster, and it should hit harder then any skill in the game, and its effects should not be purgable and damage sheilds should not protect you from them either...until then, this game will continue to be zerg, zerg, zerg.
r.jan_emailb16_ESO wrote: »I think that the legendary 4-man should not be able to take out every other group per se. They should be able to do so, if the others have no clue at all. But regardless if the 4 (or 8 or whatever) engage the bigger group with a lot of damage, people should drop. There should be no safety in numbers just because of the numbers. I'm okay when their mates react and heal them, that's how it should work. But just standing there and being protected because there are six others also just standing there, no.
Fengrush, I agree that zerg busting should be a thing. A 5-10 man group should have a reasonable chance of getting kills, in some cases many kills on much larger groups.
I have started leaning towards the removal but I have a major reservation.
Imagine a non aoe capped Haxus, Vehemence, GoS, KHole or a similar sub-raid sized coordinated group. a 12-16 man solid group that can already bust a 40+ man zergball. Now remove the AoE caps. What have you just created? You literally just made a high damage small-medium man bomb group completely unbeatable, and at the same time even if those groups meet up vs each other, its a damage war, whoever has the most DPS would then win every fight. Forget healing and movement, boom boom kapow.
There are only two guilds in the game right now that on even numbers footing even gives GoS a challenge (and no I am not claiming we are the best, I am simply stating the current state of the game for us) and that is VE (DC) and Rage(AD). This is generally speaking of course, and there are other smaller groups and conglomerates like Khole and Tertiary Meat that if they had up to 15-20 guys probably would be able to take us on fairly well.
My point in this is that besides those named, the only time we ever lose a fight, is when we are outnumbered 2 or 3 to 1 or even more. But we SHOULD lose those fights, or at least barely eke out a win via superior strategy and movement.
If you removed AoE caps, those 50-60 man zergballs that are REQUIRED to beat us, would be completely useless. What you would see is basically the top six or seven 12-20 man organized groups basically rendering the entire rest of the population null and just slamming each other with as much damage as they can stack.
Now imagine your four man squad running into one of those 16 man high DPS groups. You might think four people would bust them, but the reality is youre going to be running 4 equal footing into 16 equal footing in a game where burst DPS has been nerfed so hard for PvP that youre basically ensuring the death of smallman. Its already in a bad enough state. This potentially makes it actually worse, considering the truly organized groups already out there.
The real issue in this game is how damage stacking benefits by force multiplication. Why have one prox det when you can have 10 all at once. Nothing will survive that. Only takes 10. Thats not a very large group.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
they proclaim DAoC to be an ancestor, why not use its awesome example in regards of uncaped aoe´s?
its like allways in games reinventing the tire over and over and over from the first stone wheel to end up with the same racing slicks other games allready had a decade ago...
houimetub17_ESO wrote: »you guys do realize that if you remove aoe caps, zergs of 40+ players' aoe will be un capped too.
now imagine half of them running steel tornado hitting for lets say 4000 each with no cap to aoe.
80k dmg to everyone a pop. It would take only 5 of them to hit the buttin all at once to one shot most people. ( remember someone multiboxing multiple sorcs spamming impulse)
With uncapped healing for aoes like Combat prayer, which means it takes less healers to sustain those raids.
The main thing that would help small groups in those situations would be aoe CC being uncapped and the use of it at the right moment but then again it could backfire as zergs can also use this.
Now i'm not saying i'm against aoe caps removal, but then again I lean more towards a gradual change into it so we fond the softspot.
I think for now a good solution might be to remove aoe caps on ground aoe ults like Negate, Nova, DK standard to begin with. Then expand from there.
houimetub17_ESO wrote: »you guys do realize that if you remove aoe caps, zergs of 40+ players' aoe will be un capped too.
now imagine half of them running steel tornado hitting for lets say 4000 each with no cap to aoe.
80k dmg to everyone a pop. It would take only 5 of them to hit the buttin all at once to one shot most people. ( remember someone multiboxing multiple sorcs spamming impulse)
With uncapped healing for aoes like Combat prayer, which means it takes less healers to sustain those raids.
The main thing that would help small groups in those situations would be aoe CC being uncapped and the use of it at the right moment but then again it could backfire as zergs can also use this.
Now i'm not saying i'm against aoe caps removal, but then again I lean more towards a gradual change into it so we fond the softspot.
I think for now a good solution might be to remove aoe caps on ground aoe ults like Negate, Nova, DK standard to begin with. Then expand from there.
Hiero_Glyph wrote: »houimetub17_ESO wrote: »you guys do realize that if you remove aoe caps, zergs of 40+ players' aoe will be un capped too.
now imagine half of them running steel tornado hitting for lets say 4000 each with no cap to aoe.
80k dmg to everyone a pop. It would take only 5 of them to hit the buttin all at once to one shot most people. ( remember someone multiboxing multiple sorcs spamming impulse)
With uncapped healing for aoes like Combat prayer, which means it takes less healers to sustain those raids.
The main thing that would help small groups in those situations would be aoe CC being uncapped and the use of it at the right moment but then again it could backfire as zergs can also use this.
Now i'm not saying i'm against aoe caps removal, but then again I lean more towards a gradual change into it so we fond the softspot.
I think for now a good solution might be to remove aoe caps on ground aoe ults like Negate, Nova, DK standard to begin with. Then expand from there.
If you are in a smaller group the larger group is practically uncapped already. Let's say you are in an 8-player group against a 20-player group. The larger group only hits 2 players from the smaller group at reduced damage while the smaller grop hits up to 14 players at reduced damage. Who cares if the zerg doesn't have capped damage since it only matters once you get 12+ players since half of the group would have their damage reduced. At that point you aren't really a small group anymore so removing any AoE cap doesn't really benefit you.
Again, the AoE cap is 6 players. If you are in a group of 6 or less you are only hurt by an AoE cap. The bigger the group the more benefit the AoE cap gives them, not for dealing damage but from preventing it since only 6 players are taking full damage. Healing, shields and buffs only compound this issue further.
houimetub17_ESO wrote: »they proclaim DAoC to be an ancestor, why not use its awesome example in regards of uncaped aoe´s?
its like allways in games reinventing the tire over and over and over from the first stone wheel to end up with the same racing slicks other games allready had a decade ago...
Yeah well a lot of people disliked aoe mezz if that is what you are referring too. Especially bard who would do it instant compared to toher realm who had it on cast time if I remember correctly.
As far as aoe damage, aoe spells at ranged didnt hit that hard and cast would be easily interrupted. PBAoE were strong, yes, but would require enemies to be clumped up which never really happened we were also easily interrupted and it had to be accompanied by an aoe stun.
Also, the game was a rock, paper sissors type and archer were quite amazing at taking down those aoe beasts.
to conclude, in ESO the game is more fast paced and lets just say the combat mech is so different that its hard to compare both systems.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"