ItsRejectz wrote: »
Joy_Division wrote: »
Way to misrepresent his argument. His point was that these groups are not coordinated. It is not about an ego stroke. The issue is whether or not players should automatically derive an in-game advantage for simply standing next to 6 other players rather than using their class abilities or by playing tactically. It is not absurd or egotistical to think that a smaller group who actually coordinates their moves and abilities should have the chance to defeat a larger group that does not (he gave specific examples like a healer who just blindly spams a healing skill that automatically goes to the player most in need). That is a perfectly rationale perspective.
https://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.
@FENGRUSH , since you chose to avoid the harder-to-argue points raised in the thread, I'll reiterate and summarize them for you.
Solely in regards to the aoe cap, a simple removal is not a simple solution, and you should avoid selling it to the general playerbase as such. If you remove the aoe cap, one of two things are most likely to occur:
- Rylana has already pointed it out, but the 'zerg' could stack so heavily into aoe dps that it won't matter if people are extra squishy now and you're able to take out some of them, since the rest of them just wiped your rambo group from the sheer range that a modestly spread out prox det line + ults (due to greater numbers) can accomplish. The top pvp guilds will gain a significant advantage as they're most likely to be able to remain glass cannons, wipe people, and still survive. If nothing else, this will lead to more incentive to stealth bombing everything in sight, and would reduce the actual drawn out fights most people tend to enjoy. Not fun either way, and hardly a fix like you make it sound.
- The opposite could occur, and the 'zerg' stacks so heavily into HP, resist, and mitigation that your rambo group can barely scratch them, but since they have the numbers, they can easily focus the small group down. What would be WORSE, is if the super tanky zerg realizes they can afford to do so while still running siege and doing plenty of dps. Siege wars are no fun, and players that take forever to kill are no fun - now imagine everyone doing it. Furthermore, with the way rezzing currently works and how many extra people run kag's hope for dps builds, once you kill a tanky player, they're back up in 1-2 seconds. To be honest, this is the option I'd see things leaning towards, and it sounds like absolutely awful pvp to me.
In neither of those two options do I see the average PVPer gaining a more enjoyable pvp experience, and while I think your ultimate goal is to be able to take out a group like haxus with 2-4 solely for ego reasons - I still don't see you being successful in those two scenarios. So what did you gain by removing the aoe cap that wasn't immediately replaced by an equal or greater problem?
The point I'm trying to make is that players adapt, and while you might think you have a magic bullet to pvp problems - as soon as you push in one direction, players adapt and push back in another direction. Moreover, someone that's talked about and played pvp as much as you should already know there aren't magic bullets to these problems, and that they need to be tackled on multiple fronts. That's not to say I haven't been frustrated with pvp for the past year and think things are hunky-dorey, but I'm not so delusional to think that a single (and highly impactful) change like removing the aoe cap will fix the problem/s.
Lastly, I'd remind you to be wary of echo chambers. As someone already pointed out, the people participating on the panel all play the same way, and all thrive on the attention from their streams/whatever. It's easy to become convinced your thoughts are the only solution when you predominantly talk to people that play the game the exact same way you do (and I'm certainly aware that I run the same risk in talking to people that predominantly play in guilds), and/or people that have some bizarre celebrity obsession and constantly tell you how great you are. For fun, I would refer to these people as Beliebers, and the panel as Justin Bieber. Sure, he can sing better than most people, but he's far from the best singer, has steadily progressed in egotism, and has lost touch with the reality of the world after having so many people tell him how wonderful he is. Sure, you guys can pvp better than most people, but you're far from the best pvpers in ESO, your egos are far bigger than they were a year ago, and you tend to play with the same < 3 players when you do play - so now you start to lose perspective.
I apologize for linking you to Justin Bieber, no man should ever have that done to them, but I also had great fun doing so, so I'm ok with it.
Darnathian wrote: »Why cater to 4 customers instead of catering to 24 customers that came to this game for large scale PVP and not elitists?
You forgot option 3:
people spread out because there is no longer any protection offered in a zerg beyond +heals.
Now the zerg can be bombed by a small group.
perfect.
Knootewoot wrote: »Character collision might fix a bit
WAIT HERE ME OUT
In the game Ryzom you also had character collision. Of course annoying if you are in a crowded inn and you can't get out. But in Ryzom, if you pushed into another player you collided for 2 secs and then passed through the player.
In PvP this would also occur. But running in a huge group you just cannot coordinate to walk for 2 secs into eachother so the "Zerg" was a huge blob of people but not all standing on one place.
Joy_Division wrote: »
Way to misrepresent his argument. His point was that these groups are not coordinated. It is not about an ego stroke. The issue is whether or not players should automatically derive an in-game advantage for simply standing next to 6 other players rather than using their class abilities or by playing tactically. It is not absurd or egotistical to think that a smaller group who actually coordinates their moves and abilities should have the chance to defeat a larger group that does not (he gave specific examples like a healer who just blindly spams a healing skill that automatically goes to the player most in need). That is a perfectly rationale perspective.
Is the point that the groups are not coordinated? And by coordinated you mean: on TS and communicating strat?
So then it'd be OK for a coordinated group of 30+ to beat a small group. Right?
OR.. are folks actually meaning to say, "Anything over X number of players" is "not coordinated"?
Therein is my confusion because I'm not sure people are being entirely candid on that issue.
@FENGRUSH , since you chose to avoid the harder-to-argue points raised in the thread, I'll reiterate and summarize them for you.
Solely in regards to the aoe cap, a simple removal is not a simple solution, and you should avoid selling it to the general playerbase as such. If you remove the aoe cap, one of two things are most likely to occur:
- Rylana has already pointed it out, but the 'zerg' could stack so heavily into aoe dps that it won't matter if people are extra squishy now and you're able to take out some of them, since the rest of them just wiped your rambo group from the sheer range that a modestly spread out prox det line + ults (due to greater numbers) can accomplish. The top pvp guilds will gain a significant advantage as they're most likely to be able to remain glass cannons, wipe people, and still survive. If nothing else, this will lead to more incentive to stealth bombing everything in sight, and would reduce the actual drawn out fights most people tend to enjoy. Not fun either way, and hardly a fix like you make it sound.
- The opposite could occur, and the 'zerg' stacks so heavily into HP, resist, and mitigation that your rambo group can barely scratch them, but since they have the numbers, they can easily focus the small group down. What would be WORSE, is if the super tanky zerg realizes they can afford to do so while still running siege and doing plenty of dps. Siege wars are no fun, and players that take forever to kill are no fun - now imagine everyone doing it. Furthermore, with the way rezzing currently works and how many extra people run kag's hope for dps builds, once you kill a tanky player, they're back up in 1-2 seconds. To be honest, this is the option I'd see things leaning towards, and it sounds like absolutely awful pvp to me.
In neither of those two options do I see the average PVPer gaining a more enjoyable pvp experience, and while I think your ultimate goal is to be able to take out a group like haxus with 2-4 solely for ego reasons - I still don't see you being successful in those two scenarios. So what did you gain by removing the aoe cap that wasn't immediately replaced by an equal or greater problem?
The point I'm trying to make is that players adapt, and while you might think you have a magic bullet to pvp problems - as soon as you push in one direction, players adapt and push back in another direction. Moreover, someone that's talked about and played pvp as much as you should already know there aren't magic bullets to these problems, and that they need to be tackled on multiple fronts. That's not to say I haven't been frustrated with pvp for the past year and think things are hunky-dorey, but I'm not so delusional to think that a single (and highly impactful) change like removing the aoe cap will fix the problem/s.
Lastly, I'd remind you to be wary of echo chambers. As someone already pointed out, the people participating on the panel all play the same way, and all thrive on the attention from their streams/whatever. It's easy to become convinced your thoughts are the only solution when you predominantly talk to people that play the game the exact same way you do (and I'm certainly aware that I run the same risk in talking to people that predominantly play in guilds), and/or people that have some bizarre celebrity obsession and constantly tell you how great you are. For fun, I would refer to these people as Beliebers, and the panel as Justin Bieber. Sure, he can sing better than most people, but he's far from the best singer, has steadily progressed in egotism, and has lost touch with the reality of the world after having so many people tell him how wonderful he is. Sure, you guys can pvp better than most people, but you're far from the best pvpers in ESO, your egos are far bigger than they were a year ago, and you tend to play with the same < 3 players when you do play - so now you start to lose perspective.
I apologize for linking you to Justin Bieber, no man should ever have that done to them, but I also had great fun doing so, so I'm ok with it.
twistedmonk wrote: »
If you played DAOC from day one, you would know there was no purge when game launched. that was added later when they added realm abilities. there were no realm abilities when game launched...so no, you could not break out of CC
twistedmonk wrote: »That game did not have aoe caps....and that's how 4 people could destroy a group of 20 with zero chance of losing. GG
@FENGRUSH , since you chose to avoid the harder-to-argue points raised in the thread, I'll reiterate and summarize them for you.
Solely in regards to the aoe cap, a simple removal is not a simple solution, and you should avoid selling it to the general playerbase as such. If you remove the aoe cap, one of two things are most likely to occur:
- Rylana has already pointed it out, but the 'zerg' could stack so heavily into aoe dps that it won't matter if people are extra squishy now and you're able to take out some of them, since the rest of them just wiped your rambo group from the sheer range that a modestly spread out prox det line + ults (due to greater numbers) can accomplish. The top pvp guilds will gain a significant advantage as they're most likely to be able to remain glass cannons, wipe people, and still survive. If nothing else, this will lead to more incentive to stealth bombing everything in sight, and would reduce the actual drawn out fights most people tend to enjoy. Not fun either way, and hardly a fix like you make it sound.
- The opposite could occur, and the 'zerg' stacks so heavily into HP, resist, and mitigation that your rambo group can barely scratch them, but since they have the numbers, they can easily focus the small group down. What would be WORSE, is if the super tanky zerg realizes they can afford to do so while still running siege and doing plenty of dps. Siege wars are no fun, and players that take forever to kill are no fun - now imagine everyone doing it. Furthermore, with the way rezzing currently works and how many extra people run kag's hope for dps builds, once you kill a tanky player, they're back up in 1-2 seconds. To be honest, this is the option I'd see things leaning towards, and it sounds like absolutely awful pvp to me.
In neither of those two options do I see the average PVPer gaining a more enjoyable pvp experience, and while I think your ultimate goal is to be able to take out a group like haxus with 2-4 solely for ego reasons - I still don't see you being successful in those two scenarios. So what did you gain by removing the aoe cap that wasn't immediately replaced by an equal or greater problem?
The point I'm trying to make is that players adapt, and while you might think you have a magic bullet to pvp problems - as soon as you push in one direction, players adapt and push back in another direction. Moreover, someone that's talked about and played pvp as much as you should already know there aren't magic bullets to these problems, and that they need to be tackled on multiple fronts. That's not to say I haven't been frustrated with pvp for the past year and think things are hunky-dorey, but I'm not so delusional to think that a single (and highly impactful) change like removing the aoe cap will fix the problem/s.
Lastly, I'd remind you to be wary of echo chambers. As someone already pointed out, the people participating on the panel all play the same way, and all thrive on the attention from their streams/whatever. It's easy to become convinced your thoughts are the only solution when you predominantly talk to people that play the game the exact same way you do (and I'm certainly aware that I run the same risk in talking to people that predominantly play in guilds), and/or people that have some bizarre celebrity obsession and constantly tell you how great you are. For fun, I would refer to these people as Beliebers, and the panel as Justin Bieber. Sure, he can sing better than most people, but he's far from the best singer, has steadily progressed in egotism, and has lost touch with the reality of the world after having so many people tell him how wonderful he is. Sure, you guys can pvp better than most people, but you're far from the best pvpers in ESO, your egos are far bigger than they were a year ago, and you tend to play with the same < 3 players when you do play - so now you start to lose perspective.
I apologize for linking you to Justin Bieber, no man should ever have that done to them, but I also had great fun doing so, so I'm ok with it.
You forgot option 3:
people spread out because there is no longer any protection offered in a zerg beyond +heals.
Now the zerg can be bombed by a small group.
perfect.
@FENGRUSH , since you chose to avoid the harder-to-argue points raised in the thread, I'll reiterate and summarize them for you.
Solely in regards to the aoe cap, a simple removal is not a simple solution, and you should avoid selling it to the general playerbase as such. If you remove the aoe cap, one of two things are most likely to occur:
- Rylana has already pointed it out, but the 'zerg' could stack so heavily into aoe dps that it won't matter if people are extra squishy now and you're able to take out some of them, since the rest of them just wiped your rambo group from the sheer range that a modestly spread out prox det line + ults (due to greater numbers) can accomplish. The top pvp guilds will gain a significant advantage as they're most likely to be able to remain glass cannons, wipe people, and still survive. If nothing else, this will lead to more incentive to stealth bombing everything in sight, and would reduce the actual drawn out fights most people tend to enjoy. Not fun either way, and hardly a fix like you make it sound.
- The opposite could occur, and the 'zerg' stacks so heavily into HP, resist, and mitigation that your rambo group can barely scratch them, but since they have the numbers, they can easily focus the small group down. What would be WORSE, is if the super tanky zerg realizes they can afford to do so while still running siege and doing plenty of dps. Siege wars are no fun, and players that take forever to kill are no fun - now imagine everyone doing it. Furthermore, with the way rezzing currently works and how many extra people run kag's hope for dps builds, once you kill a tanky player, they're back up in 1-2 seconds. To be honest, this is the option I'd see things leaning towards, and it sounds like absolutely awful pvp to me.
In neither of those two options do I see the average PVPer gaining a more enjoyable pvp experience, and while I think your ultimate goal is to be able to take out a group like haxus with 2-4 solely for ego reasons - I still don't see you being successful in those two scenarios. So what did you gain by removing the aoe cap that wasn't immediately replaced by an equal or greater problem?
The point I'm trying to make is that players adapt, and while you might think you have a magic bullet to pvp problems - as soon as you push in one direction, players adapt and push back in another direction. Moreover, someone that's talked about and played pvp as much as you should already know there aren't magic bullets to these problems, and that they need to be tackled on multiple fronts. That's not to say I haven't been frustrated with pvp for the past year and think things are hunky-dorey, but I'm not so delusional to think that a single (and highly impactful) change like removing the aoe cap will fix the problem/s.
Lastly, I'd remind you to be wary of echo chambers. As someone already pointed out, the people participating on the panel all play the same way, and all thrive on the attention from their streams/whatever. It's easy to become convinced your thoughts are the only solution when you predominantly talk to people that play the game the exact same way you do (and I'm certainly aware that I run the same risk in talking to people that predominantly play in guilds), and/or people that have some bizarre celebrity obsession and constantly tell you how great you are. For fun, I would refer to these people as Beliebers, and the panel as Justin Bieber. Sure, he can sing better than most people, but he's far from the best singer, has steadily progressed in egotism, and has lost touch with the reality of the world after having so many people tell him how wonderful he is. Sure, you guys can pvp better than most people, but you're far from the best pvpers in ESO, your egos are far bigger than they were a year ago, and you tend to play with the same < 3 players when you do play - so now you start to lose perspective.
I apologize for linking you to Justin Bieber, no man should ever have that done to them, but I also had great fun doing so, so I'm ok with it.
You forgot option 3:
people spread out because there is no longer any protection offered in a zerg beyond +heals.
Now the zerg can be bombed by a small group.
perfect.
(because no friendly fire).
twistedmonk wrote: »ItsRejectz wrote: »
maybe you forgot the days of DAOC where the lag was so bad in large groups you had to stare at your feet so the other characters didn't load on your screen....

Knootewoot wrote: »Character collision might fix a bit
WAIT HERE ME OUT
In the game Ryzom you also had character collision. Of course annoying if you are in a crowded inn and you can't get out. But in Ryzom, if you pushed into another player you collided for 2 secs and then passed through the player.
In PvP this would also occur. But running in a huge group you just cannot coordinate to walk for 2 secs into eachother so the "Zerg" was a huge blob of people but not all standing on one place.
the AoE cap was not implemented it existed from the beginning but everybody was expecting otherwise and thus did not clump-up untill they (ZOS) accidently announced the 6 player cap creating an uproar in april last year and from there you envisioned more and more stacking screwing the servers aswell...@FENGRUSH , since you chose to avoid the harder-to-argue points raised in the thread, I'll reiterate and summarize them for you.
Solely in regards to the aoe cap, a simple removal is not a simple solution, and you should avoid selling it to the general playerbase as such. If you remove the aoe cap, one of two things are most likely to occur:
- Rylana has already pointed it out, but the 'zerg' could stack so heavily into aoe dps that it won't matter if people are extra squishy now and you're able to take out some of them, since the rest of them just wiped your rambo group from the sheer range that a modestly spread out prox det line + ults (due to greater numbers) can accomplish. The top pvp guilds will gain a significant advantage as they're most likely to be able to remain glass cannons, wipe people, and still survive. If nothing else, this will lead to more incentive to stealth bombing everything in sight, and would reduce the actual drawn out fights most people tend to enjoy. Not fun either way, and hardly a fix like you make it sound.
- The opposite could occur, and the 'zerg' stacks so heavily into HP, resist, and mitigation that your rambo group can barely scratch them, but since they have the numbers, they can easily focus the small group down. What would be WORSE, is if the super tanky zerg realizes they can afford to do so while still running siege and doing plenty of dps. Siege wars are no fun, and players that take forever to kill are no fun - now imagine everyone doing it. Furthermore, with the way rezzing currently works and how many extra people run kag's hope for dps builds, once you kill a tanky player, they're back up in 1-2 seconds. To be honest, this is the option I'd see things leaning towards, and it sounds like absolutely awful pvp to me.
In neither of those two options do I see the average PVPer gaining a more enjoyable pvp experience, and while I think your ultimate goal is to be able to take out a group like haxus with 2-4 solely for ego reasons - I still don't see you being successful in those two scenarios. So what did you gain by removing the aoe cap that wasn't immediately replaced by an equal or greater problem?
The point I'm trying to make is that players adapt, and while you might think you have a magic bullet to pvp problems - as soon as you push in one direction, players adapt and push back in another direction. Moreover, someone that's talked about and played pvp as much as you should already know there aren't magic bullets to these problems, and that they need to be tackled on multiple fronts. That's not to say I haven't been frustrated with pvp for the past year and think things are hunky-dorey, but I'm not so delusional to think that a single (and highly impactful) change like removing the aoe cap will fix the problem/s.
Lastly, I'd remind you to be wary of echo chambers. As someone already pointed out, the people participating on the panel all play the same way, and all thrive on the attention from their streams/whatever. It's easy to become convinced your thoughts are the only solution when you predominantly talk to people that play the game the exact same way you do (and I'm certainly aware that I run the same risk in talking to people that predominantly play in guilds), and/or people that have some bizarre celebrity obsession and constantly tell you how great you are. For fun, I would refer to these people as Beliebers, and the panel as Justin Bieber. Sure, he can sing better than most people, but he's far from the best singer, has steadily progressed in egotism, and has lost touch with the reality of the world after having so many people tell him how wonderful he is. Sure, you guys can pvp better than most people, but you're far from the best pvpers in ESO, your egos are far bigger than they were a year ago, and you tend to play with the same < 3 players when you do play - so now you start to lose perspective.
I apologize for linking you to Justin Bieber, no man should ever have that done to them, but I also had great fun doing so, so I'm ok with it.
You forgot option 3:
people spread out because there is no longer any protection offered in a zerg beyond +heals.
Now the zerg can be bombed by a small group.
perfect.
Wishful thinking. They will still stay stacked because of the range of heals. Hell the whole reason people started blobbing had NOTHING TO DO with aoe cap protection, it was so everyone could stay inside the damn healing springs circles.
This was happening before the AOE cap even existed.
Does anyone remember when negate literally destroyed stack groups for this reason? All of their healing was from ground effect, once negated if they didnt move they died instantaneously. It had nothing to do with damage mitigation.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
twistedmonk wrote: »ItsRejectz wrote: »
maybe you forgot the days of DAOC where the lag was so bad in large groups you had to stare at your feet so the other characters didn't load on your screen....
not disagreeing BUT there is a significant difference. even at that time with 500 players( including pets especially uncapped shroom spam of hibs) involved in a relic raid did not create server issues as we see in ESO. the "lag" you observed at that time were purely on the users end as our P2 with 150mHz and upto 500mb ram and a graphic card with a whooping 1mb graphic ram were not able to handle that amounts of players.
in ESO its completly different the bottleneck are the servers unable to handle 100 players in a similar tight spot.
just as an example when my old DAoC server was merged the entire population met the day before in the centre of Agramon regarding a present GM the entire server Cap of 2500 players have been on that isle and over 2k players have been in the centre when i made this pic
you can see the lag meter directly below my compass => zero ping and packet loss issues while my pc was screaming :P
in my direct proximity were over 2k players... no game since DAoC was able to handle even 1/10th of that in a even half as remotely matter. who ever was the genius creating DAoCs netcode as the coding deity he was he merits our prays...Knootewoot wrote: »Character collision might fix a bit
WAIT HERE ME OUT
In the game Ryzom you also had character collision. Of course annoying if you are in a crowded inn and you can't get out. But in Ryzom, if you pushed into another player you collided for 2 secs and then passed through the player.
In PvP this would also occur. But running in a huge group you just cannot coordinate to walk for 2 secs into eachother so the "Zerg" was a huge blob of people but not all standing on one place.
collision detection is by far the most complex thing a server has to handle - this would screw the ESO servers entirely that allready can barely handle non complex actions...the AoE cap was not implemented it existed from the beginning but everybody was expecting otherwise and thus did not clump-up untill they (ZOS) accidently announced the 6 player cap creating an uproar in april last year and from there you envisioned more and more stacking screwing the servers aswell...@FENGRUSH , since you chose to avoid the harder-to-argue points raised in the thread, I'll reiterate and summarize them for you.
Solely in regards to the aoe cap, a simple removal is not a simple solution, and you should avoid selling it to the general playerbase as such. If you remove the aoe cap, one of two things are most likely to occur:
- Rylana has already pointed it out, but the 'zerg' could stack so heavily into aoe dps that it won't matter if people are extra squishy now and you're able to take out some of them, since the rest of them just wiped your rambo group from the sheer range that a modestly spread out prox det line + ults (due to greater numbers) can accomplish. The top pvp guilds will gain a significant advantage as they're most likely to be able to remain glass cannons, wipe people, and still survive. If nothing else, this will lead to more incentive to stealth bombing everything in sight, and would reduce the actual drawn out fights most people tend to enjoy. Not fun either way, and hardly a fix like you make it sound.
- The opposite could occur, and the 'zerg' stacks so heavily into HP, resist, and mitigation that your rambo group can barely scratch them, but since they have the numbers, they can easily focus the small group down. What would be WORSE, is if the super tanky zerg realizes they can afford to do so while still running siege and doing plenty of dps. Siege wars are no fun, and players that take forever to kill are no fun - now imagine everyone doing it. Furthermore, with the way rezzing currently works and how many extra people run kag's hope for dps builds, once you kill a tanky player, they're back up in 1-2 seconds. To be honest, this is the option I'd see things leaning towards, and it sounds like absolutely awful pvp to me.
In neither of those two options do I see the average PVPer gaining a more enjoyable pvp experience, and while I think your ultimate goal is to be able to take out a group like haxus with 2-4 solely for ego reasons - I still don't see you being successful in those two scenarios. So what did you gain by removing the aoe cap that wasn't immediately replaced by an equal or greater problem?
The point I'm trying to make is that players adapt, and while you might think you have a magic bullet to pvp problems - as soon as you push in one direction, players adapt and push back in another direction. Moreover, someone that's talked about and played pvp as much as you should already know there aren't magic bullets to these problems, and that they need to be tackled on multiple fronts. That's not to say I haven't been frustrated with pvp for the past year and think things are hunky-dorey, but I'm not so delusional to think that a single (and highly impactful) change like removing the aoe cap will fix the problem/s.
Lastly, I'd remind you to be wary of echo chambers. As someone already pointed out, the people participating on the panel all play the same way, and all thrive on the attention from their streams/whatever. It's easy to become convinced your thoughts are the only solution when you predominantly talk to people that play the game the exact same way you do (and I'm certainly aware that I run the same risk in talking to people that predominantly play in guilds), and/or people that have some bizarre celebrity obsession and constantly tell you how great you are. For fun, I would refer to these people as Beliebers, and the panel as Justin Bieber. Sure, he can sing better than most people, but he's far from the best singer, has steadily progressed in egotism, and has lost touch with the reality of the world after having so many people tell him how wonderful he is. Sure, you guys can pvp better than most people, but you're far from the best pvpers in ESO, your egos are far bigger than they were a year ago, and you tend to play with the same < 3 players when you do play - so now you start to lose perspective.
I apologize for linking you to Justin Bieber, no man should ever have that done to them, but I also had great fun doing so, so I'm ok with it.
You forgot option 3:
people spread out because there is no longer any protection offered in a zerg beyond +heals.
Now the zerg can be bombed by a small group.
perfect.
Wishful thinking. They will still stay stacked because of the range of heals. Hell the whole reason people started blobbing had NOTHING TO DO with aoe cap protection, it was so everyone could stay inside the damn healing springs circles.
This was happening before the AOE cap even existed.
Does anyone remember when negate literally destroyed stack groups for this reason? All of their healing was from ground effect, once negated if they didnt move they died instantaneously. It had nothing to do with damage mitigation.
twistedmonk wrote: »ItsRejectz wrote: »
maybe you forgot the days of DAOC where the lag was so bad in large groups you had to stare at your feet so the other characters didn't load on your screen....
@FENGRUSH , since you chose to avoid the harder-to-argue points raised in the thread, I'll reiterate and summarize them for you.
Solely in regards to the aoe cap, a simple removal is not a simple solution, and you should avoid selling it to the general playerbase as such. If you remove the aoe cap, one of two things are most likely to occur:
- Rylana has already pointed it out, but the 'zerg' could stack so heavily into aoe dps that it won't matter if people are extra squishy now and you're able to take out some of them, since the rest of them just wiped your rambo group from the sheer range that a modestly spread out prox det line + ults (due to greater numbers) can accomplish. The top pvp guilds will gain a significant advantage as they're most likely to be able to remain glass cannons, wipe people, and still survive. If nothing else, this will lead to more incentive to stealth bombing everything in sight, and would reduce the actual drawn out fights most people tend to enjoy. Not fun either way, and hardly a fix like you make it sound.
- The opposite could occur, and the 'zerg' stacks so heavily into HP, resist, and mitigation that your rambo group can barely scratch them, but since they have the numbers, they can easily focus the small group down. What would be WORSE, is if the super tanky zerg realizes they can afford to do so while still running siege and doing plenty of dps. Siege wars are no fun, and players that take forever to kill are no fun - now imagine everyone doing it. Furthermore, with the way rezzing currently works and how many extra people run kag's hope for dps builds, once you kill a tanky player, they're back up in 1-2 seconds. To be honest, this is the option I'd see things leaning towards, and it sounds like absolutely awful pvp to me.
In neither of those two options do I see the average PVPer gaining a more enjoyable pvp experience, and while I think your ultimate goal is to be able to take out a group like haxus with 2-4 solely for ego reasons - I still don't see you being successful in those two scenarios. So what did you gain by removing the aoe cap that wasn't immediately replaced by an equal or greater problem?
The point I'm trying to make is that players adapt, and while you might think you have a magic bullet to pvp problems - as soon as you push in one direction, players adapt and push back in another direction. Moreover, someone that's talked about and played pvp as much as you should already know there aren't magic bullets to these problems, and that they need to be tackled on multiple fronts. That's not to say I haven't been frustrated with pvp for the past year and think things are hunky-dorey, but I'm not so delusional to think that a single (and highly impactful) change like removing the aoe cap will fix the problem/s.
Lastly, I'd remind you to be wary of echo chambers. As someone already pointed out, the people participating on the panel all play the same way, and all thrive on the attention from their streams/whatever. It's easy to become convinced your thoughts are the only solution when you predominantly talk to people that play the game the exact same way you do (and I'm certainly aware that I run the same risk in talking to people that predominantly play in guilds), and/or people that have some bizarre celebrity obsession and constantly tell you how great you are. For fun, I would refer to these people as Beliebers, and the panel as Justin Bieber. Sure, he can sing better than most people, but he's far from the best singer, has steadily progressed in egotism, and has lost touch with the reality of the world after having so many people tell him how wonderful he is. Sure, you guys can pvp better than most people, but you're far from the best pvpers in ESO, your egos are far bigger than they were a year ago, and you tend to play with the same < 3 players when you do play - so now you start to lose perspective.
I apologize for linking you to Justin Bieber, no man should ever have that done to them, but I also had great fun doing so, so I'm ok with it.
You forgot option 3:
people spread out because there is no longer any protection offered in a zerg beyond +heals.
Now the zerg can be bombed by a small group.
perfect.
@FENGRUSH , since you chose to avoid the harder-to-argue points raised in the thread, I'll reiterate and summarize them for you.
Solely in regards to the aoe cap, a simple removal is not a simple solution, and you should avoid selling it to the general playerbase as such. If you remove the aoe cap, one of two things are most likely to occur:
- Rylana has already pointed it out, but the 'zerg' could stack so heavily into aoe dps that it won't matter if people are extra squishy now and you're able to take out some of them, since the rest of them just wiped your rambo group from the sheer range that a modestly spread out prox det line + ults (due to greater numbers) can accomplish. The top pvp guilds will gain a significant advantage as they're most likely to be able to remain glass cannons, wipe people, and still survive. If nothing else, this will lead to more incentive to stealth bombing everything in sight, and would reduce the actual drawn out fights most people tend to enjoy. Not fun either way, and hardly a fix like you make it sound.
- The opposite could occur, and the 'zerg' stacks so heavily into HP, resist, and mitigation that your rambo group can barely scratch them, but since they have the numbers, they can easily focus the small group down. What would be WORSE, is if the super tanky zerg realizes they can afford to do so while still running siege and doing plenty of dps. Siege wars are no fun, and players that take forever to kill are no fun - now imagine everyone doing it. Furthermore, with the way rezzing currently works and how many extra people run kag's hope for dps builds, once you kill a tanky player, they're back up in 1-2 seconds. To be honest, this is the option I'd see things leaning towards, and it sounds like absolutely awful pvp to me.
In neither of those two options do I see the average PVPer gaining a more enjoyable pvp experience, and while I think your ultimate goal is to be able to take out a group like haxus with 2-4 solely for ego reasons - I still don't see you being successful in those two scenarios. So what did you gain by removing the aoe cap that wasn't immediately replaced by an equal or greater problem?
The point I'm trying to make is that players adapt, and while you might think you have a magic bullet to pvp problems - as soon as you push in one direction, players adapt and push back in another direction. Moreover, someone that's talked about and played pvp as much as you should already know there aren't magic bullets to these problems, and that they need to be tackled on multiple fronts. That's not to say I haven't been frustrated with pvp for the past year and think things are hunky-dorey, but I'm not so delusional to think that a single (and highly impactful) change like removing the aoe cap will fix the problem/s.
Lastly, I'd remind you to be wary of echo chambers. As someone already pointed out, the people participating on the panel all play the same way, and all thrive on the attention from their streams/whatever. It's easy to become convinced your thoughts are the only solution when you predominantly talk to people that play the game the exact same way you do (and I'm certainly aware that I run the same risk in talking to people that predominantly play in guilds), and/or people that have some bizarre celebrity obsession and constantly tell you how great you are. For fun, I would refer to these people as Beliebers, and the panel as Justin Bieber. Sure, he can sing better than most people, but he's far from the best singer, has steadily progressed in egotism, and has lost touch with the reality of the world after having so many people tell him how wonderful he is. Sure, you guys can pvp better than most people, but you're far from the best pvpers in ESO, your egos are far bigger than they were a year ago, and you tend to play with the same < 3 players when you do play - so now you start to lose perspective.
I apologize for linking you to Justin Bieber, no man should ever have that done to them, but I also had great fun doing so, so I'm ok with it.
This just sounds like a bunch of random, contradictory arguments against AOE cap removal, because you believe it would hinder your preferred style of pvp.
AOE caps are completely artificial, and are opposed by the vast majority of the community.
At the end of the day, clustering 24 people together and purge spamming is a stupid meta that makes pvp less fun and drives people from the game. Spin it however you want.
Joy_Division wrote: »I can not believe there is actually a debate about this. To all you AOE cap advocates. We have seen your "solution" in place for a year and a half and it doesn't work. You had your chance. You were and are wrong. Step aside gracefully.
There is only one possible reservation and that was brought up by @Rylana. It does take about 40 pugs in a disorganized blob to have a chance at taking out a coordinated raid. If you lift caps, I can understand the fear that since now those 40 will be taking full damage and the smaller 16-20 organized raids might be unbeatable.
But, I do not think that is how things will happen because:
- These disorganized mobs are *not* benefiting from the AoE cap very much precisely because of the fact they are disorganized. They do not stack on crown; in fact they tend to disperse when focused, thus leaving the poor brave souls or those suckers still playing a DK to get steamrolled without having AoE cap protection.
- When I play alone, I hardly *ever* derive the benefit of an AoE cap damage mitigation. I am almost *always* competing against it whenever I run into Rage or Vehemence or these very groups that you fear will be made more powerful. That disparity is more than absurd, that is ***. I absolutely cannot fathom the logic that somehow that cap is reigning in the power of these raids and making it more "fair" for me. No it is not. It is doing precisely the opposite. The only scenario where I would derive the same advantage of these stack on crown groups is if I sought out to ball together with other allies, which is precisely the sort of play we supposedly want to discourage, not to mention very unreliable given the tendency for Pugs to disperse.
- When I raid, I am almost *always* benefiting from AoE cap mitigation. It is so important for survival there are mods out solely dedicated to making it easy to stack on crown. This isn't new. Here is the defining strategy as articulated from my old PvP guildmaster back in June 2014: "Get your ass to the crown, stack inside of my character model, and burn everything you have." The guilds you fear will in fact be losing what is in essence a monopoly on the AoE cap advantage, because the disorganized mobs lack the cohesion and smaller groups lack the numbers to similarly take advantage.
In sum, the benefits of removing AoE caps for offensive abilities by the stack of crown raids will be less than the current benefits that they alone derive for AoE caps. The only times they will see an appreciable boost to their steel tornadoes and prox dets is when they go against another stack on crown raid. Maybe one will actually be thinking of ways so as to spread out to ensure that only their opponents take all that damage.
If I turn out to be wrong, I do not care. Call me out on it. It is clear as day the current state of affairs with the AoE encourages the very type of play that we are trying to do away with and is a nightmare to compete against. The status quo absolutely sucks.
briandivisionb16_ESO wrote: »
Remove the AOE cap and each proxdet from that 12-16man will hit every single person within range for full damage.
Do you not understand how this is a very bad thing? Right now the larger groups are able to win via sheer numbers because they mitigate some of the damage. Take away that mitigation and it actually benefits the paintrains the most. No one but another paintrain would be able to counter them.
Joy_Division wrote: »I can not believe there is actually a debate about this. To all you AOE cap advocates. We have seen your "solution" in place for a year and a half and it doesn't work. You had your chance. You were and are wrong. Step aside gracefully.
There is only one possible reservation and that was brought up by @Rylana. It does take about 40 pugs in a disorganized blob to have a chance at taking out a coordinated raid. If you lift caps, I can understand the fear that since now those 40 will be taking full damage and the smaller 16-20 organized raids might be unbeatable.
But, I do not think that is how things will happen because:
- These disorganized mobs are *not* benefiting from the AoE cap very much precisely because of the fact they are disorganized. They do not stack on crown; in fact they tend to disperse when focused, thus leaving the poor brave souls or those suckers still playing a DK to get steamrolled without having AoE cap protection.
- When I play alone, I hardly *ever* derive the benefit of an AoE cap damage mitigation. I am almost *always* competing against it whenever I run into Rage or Vehemence or these very groups that you fear will be made more powerful. That disparity is more than absurd, that is ***. I absolutely cannot fathom the logic that somehow that cap is reigning in the power of these raids and making it more "fair" for me. No it is not. It is doing precisely the opposite. The only scenario where I would derive the same advantage of these stack on crown groups is if I sought out to ball together with other allies, which is precisely the sort of play we supposedly want to discourage, not to mention very unreliable given the tendency for Pugs to disperse.
- When I raid, I am almost *always* benefiting from AoE cap mitigation. It is so important for survival there are mods out solely dedicated to making it easy to stack on crown. This isn't new. Here is the defining strategy as articulated from my old PvP guildmaster back in June 2014: "Get your ass to the crown, stack inside of my character model, and burn everything you have." The guilds you fear will in fact be losing what is in essence a monopoly on the AoE cap advantage, because the disorganized mobs lack the cohesion and smaller groups lack the numbers to similarly take advantage.
In sum, the benefits of removing AoE caps for offensive abilities by the stack of crown raids will be less than the current benefits that they alone derive for AoE caps. The only times they will see an appreciable boost to their steel tornadoes and prox dets is when they go against another stack on crown raid. Maybe one will actually be thinking of ways so as to spread out to ensure that only their opponents take all that damage.
If I turn out to be wrong, I do not care. Call me out on it. It is clear as day the current state of affairs with the AoE encourages the very type of play that we are trying to do away with and is a nightmare to compete against. The status quo absolutely sucks.
Reduce Barrier to 6 targets. Boom, done.
@Joy_Division is right. The argument is prove-ably over. AoE caps need to go.
AoE caps needed to go last year. The fear of an uncapped VE or RAGE or Haxus is unfounded -- the required amount of output dmg to wipe them will be reduced, dramatically. Their success is both tied to their skill as a group, positioning as a group, and their ability to utilize the AoE dmg reduction to their benefit. The 40+ Zerg mobs should be quivering in fear for uncapped AoE: they destroy PvP, destroy performance, make people rage-quit campaigns. Keep takes should be more than stack on crown and flip flags. Players should be spreading into the courtyard, taking towers, keeping high ground, blocking the breach. Now its just siege --> stack --> flip.
RE: siege as an anti-zerg tool.
F*k siege, seriously. Everybody f*king hates siege. Siege is boring, unoriginal, and no-skill.
Joy_Division wrote: »I can not believe there is actually a debate about this. To all you AOE cap advocates. We have seen your "solution" in place for a year and a half and it doesn't work. You had your chance. You were and are wrong. Step aside gracefully.
There is only one possible reservation and that was brought up by @Rylana. It does take about 40 pugs in a disorganized blob to have a chance at taking out a coordinated raid. If you lift caps, I can understand the fear that since now those 40 will be taking full damage and the smaller 16-20 organized raids might be unbeatable.
But, I do not think that is how things will happen because:
- These disorganized mobs are *not* benefiting from the AoE cap very much precisely because of the fact they are disorganized. They do not stack on crown; in fact they tend to disperse when focused, thus leaving the poor brave souls or those suckers still playing a DK to get steamrolled without having AoE cap protection.
- When I play alone, I hardly *ever* derive the benefit of an AoE cap damage mitigation. I am almost *always* competing against it whenever I run into Rage or Vehemence or these very groups that you fear will be made more powerful. That disparity is more than absurd, that is ***. I absolutely cannot fathom the logic that somehow that cap is reigning in the power of these raids and making it more "fair" for me. No it is not. It is doing precisely the opposite. The only scenario where I would derive the same advantage of these stack on crown groups is if I sought out to ball together with other allies, which is precisely the sort of play we supposedly want to discourage, not to mention very unreliable given the tendency for Pugs to disperse.
- When I raid, I am almost *always* benefiting from AoE cap mitigation. It is so important for survival there are mods out solely dedicated to making it easy to stack on crown. This isn't new. Here is the defining strategy as articulated from my old PvP guildmaster back in June 2014: "Get your ass to the crown, stack inside of my character model, and burn everything you have." The guilds you fear will in fact be losing what is in essence a monopoly on the AoE cap advantage, because the disorganized mobs lack the cohesion and smaller groups lack the numbers to similarly take advantage.
In sum, the benefits of removing AoE caps for offensive abilities by the stack of crown raids will be less than the current benefits that they alone derive for AoE caps. The only times they will see an appreciable boost to their steel tornadoes and prox dets is when they go against another stack on crown raid. Maybe one will actually be thinking of ways so as to spread out to ensure that only their opponents take all that damage.
If I turn out to be wrong, I do not care. Call me out on it. It is clear as day the current state of affairs with the AoE encourages the very type of play that we are trying to do away with and is a nightmare to compete against. The status quo absolutely sucks.
Reduce Barrier to 6 targets. Boom, done.
@Joy_Division is right. The argument is prove-ably over. AoE caps need to go.
AoE caps needed to go last year. The fear of an uncapped VE or RAGE or Haxus is unfounded -- the required amount of output dmg to wipe them will be reduced, dramatically. Their success is both tied to their skill as a group, positioning as a group, and their ability to utilize the AoE dmg reduction to their benefit. The 40+ Zerg mobs should be quivering in fear for uncapped AoE: they destroy PvP, destroy performance, make people rage-quit campaigns. Keep takes should be more than stack on crown and flip flags. Players should be spreading into the courtyard, taking towers, keeping high ground, blocking the breach. Now its just siege --> stack --> flip.
RE: siege as an anti-zerg tool.
F*k siege, seriously. Everybody f*king hates siege. Siege is boring, unoriginal, and no-skill.
And would that hold true if VE/RAGE/Haxus experiment and realize with the new meta you can run 40k+ health or something stupid, go full tank, still run tight, and laugh off the small group trying to kill them? Or that with that much survivability, even more people can go lay down extra fire siege and make it pretty much impossible for smaller numbers to win? Yeah, sorry, the argument is not prove-ably over until you can provide sound reasoning as to why that (or something equal to it) won't occur and completely negate the intention of removing the aoe cap.