Fully agree that healing should be harder and require positioning rather than just spamming breath of life.
Fully agree that aoe caps need work. I believe ZOS originally said full removal would impede performance, though I'm not sure if that still holds true given that they're now doing calcs to halve and quarter damage after the initial 6 people are hit.
Fully agree the 50% damage mitigation is just bonkers, and indicative of awful combat design. If you need to mitigate the damage that much in pvp, your original numbers were wrong to begin with.
Fully disagree with the underlying tone that the pvp mechanics should be catered to a 4 man sized group. GW2 had 4-man spvp instances, but it also had full wvw because that's where large-scale fighting with large-scale groups is supposed to occur. Cyrodiil is supposed to be large groups fighting each other, not a bunch of small mans. I certainly appreciate the lack of an arena where solo or small groups can fight each other - I'd love for that to be added. For regular Cyrodiil though, a 4-man squad should not be able to take a keep. Period.
The game should reward the group that can take ~20 people and coordinate. There are too many youtube egos who bemoan pvp groups that aren't even at the full group size the game allows and yet have never tried to coordinate that many. It's no easy task. I can promise you it's harder than running solo, and harder than running a 4 man. To clarify, this does not mean I'm advocating the size of the blue group on Azuras, the gigantic yellow blobs on TF on sunday/tuesday/thursday, or the red zerg for that matter. But the mechanics of Cyrodiil should indeed favor groups - just trying to coordinate enough people to be on at the same time can be difficult. I'd like to see some of the youtube egos actually lead a 20 man group in Cyrodiil during prime-time against a veteran pvp guild. I've solo wiped a group of 10 trying to take a keep before, but that should be the exception, not the norm. /soapboxrant.
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.
I agree for aoe cap, but sorry I disagree for old ulti regen, it was so broken, especially with the dk battle roar passive, a dk could have infinite resources 1 vs x, and it is so discouraging that 4 of better players can t remember about how broken it was.
SleepyTroll wrote: »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.
Your second to last paragraph doesn't make any sense at all. Here's why: right now 4 people vs 16, the 4 people hit 6 of the 16 for full damage and the rest at 50%. The 16 hit the 4 for full damage. If cap was removed then the 4 and 16 would all get hit for full damage.... So how again does the removal of AOE caps make it worse for the 4 group?
Imagine a non aoe capped Haxus, Vehemence, GoS, KHole or a similar sub-raid sized coordinated group.
If your group is bigger than 6 members gain 75% damage reduction.
OtarTheMad wrote: »Definitely agree with what you guys said about PVP. Fengrush at 59 minutes summed it up.
I mainly PVP, you could call me a casual if you want... I am not going to care but when I am trying to defend a keep or in IC sewers and we have 30+ PvEers just zerging through casting barriers and purging everything under the sun it becomes discouraging. I remember having 4-6 oils dropping on this group that was sieging a front door and it did absolutely nothing... it was like I was dropping water to get them all wet.
I fought most of you guys as AD, Fengrush often times comes into Haderus sewers and it's fun. I hate it when AD PvEers run away, lol, so frustrating. @Fengrush, not sure if you remember but we had a pretty fun fight on my NB yesterday I believe or Friday night (Mithllon Vules) and you died from the banner guard agro I dragged with me. Then you killed me later, lol, fun fights. My skills are rusty because of the lack of good small combat but it's always fun.
Hopefully ZOS listens to you guys and this game can go on for a long time.