i really dont understand why your so afraid to remove them? Its been so long with aoe caps and the zergs are just getting bigger and bigger and harder to kill because of it and performance has hardly improved. Why not try something different? You might even like it, you dont know. Ulti gen isnt dynamic so dont give me the perma bats DKs of old reason.
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.
i really dont understand why your so afraid to remove them? Its been so long with aoe caps and the zergs are just getting bigger and bigger and harder to kill because of it and performance has hardly improved. Why not try something different? You might even like it, you dont know. Ulti gen isnt dynamic so dont give me the perma bats DKs of old reason.
I'm not afraid of removing them, because we'll just adapt like every patch - I just realize that this won't be a magic solution like people claim it will be. TONS of changes need to be made to pvp, but that's the point, many changes need to be made on multiple fronts. Having the youtubers sell it like it will be a magic fix, and then for their beliebers to make a thread on the forums reiterating it as magic fix serves no one any good. I keep reiterating my reasoning why it's not going to be such a great fix, no one seems to be able provide a reason why my concerns are unwarranted, and everyone keeps posting like this is the one-shoe-fits-all fix for pvp. It's a little ridiculous.
RE: siege as an anti-zerg tool.
F*k siege, seriously. Everybody f*king hates siege. Siege is boring, unoriginal, and no-skill.
I like siege. And think it should hit hard and be feared. Part of the fun of Cyrodiil is being able to take and defend keeps with siege. Cyrodiil is not a battleground where 10 v 10 happens. It's not arena. It's about taking and defending keeps. Currently, siege is only being used to take down walls in a matter of minutes. And the blob goes in and takes the flags. That's boring.
Siege should matter more. It should hurt. And each different kind of siege should be viable.
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.
You are not making sense. Every person beyond six gets 50% dmg reduction. This is more than you get if you stack armor to 32k because it cannot be penetrated. If AoE caps are removed, this damage reduction goes away. Thus dramatically lowering damage required.
I also suggested that Barrier needs a huge nerf.
@ Darnathian isnt that the only way a small group should be able to beat a larger group to catch them offguard.
and the idia of friendly fire is great. maybe not 100% damage of friendly fire, this would make melee builds useless but like 20-50%
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.
You are not making sense. Every person beyond six gets 50% dmg reduction. This is more than you get if you stack armor to 32k because it cannot be penetrated. If AoE caps are removed, this damage reduction goes away. Thus dramatically lowering damage required.
I also suggested that Barrier needs a huge nerf.
furthering this, you do realize how little damage you have if you stack so highly into health and tank gear? You wouldnt be able to kill anything.
i really dont understand why your so afraid to remove them? Its been so long with aoe caps and the zergs are just getting bigger and bigger and harder to kill because of it and performance has hardly improved. Why not try something different? You might even like it, you dont know. Ulti gen isnt dynamic so dont give me the perma bats DKs of old reason.
I'm not afraid of removing them, because we'll just adapt like every patch - I just realize that this won't be a magic solution like people claim it will be. TONS of changes need to be made to pvp, but that's the point, many changes need to be made on multiple fronts. Having the youtubers sell it like it will be a magic fix, and then for their beliebers to make a thread on the forums reiterating it as magic fix serves no one any good. I keep reiterating my reasoning why it's not going to be such a great fix, no one seems to be able provide a reason why my concerns are unwarranted, and everyone keeps posting like this is the one-shoe-fits-all fix for pvp. It's a little ridiculous.
this has been a solution proposed by players since they capped talons and stuff back near launch. Its not a magic fix but its a fix in the right direction. Force them to spread because their entire raid can get pinned down by a DK's talons or a NBs soul tether or one streak. You need to punish the players for stacking and not encourage it. Im even down for them to keep the mitigation but do it 100/80/65 or something. 100/50/25 is just ridiculous.
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.
You are not making sense. Every person beyond six gets 50% dmg reduction. This is more than you get if you stack armor to 32k because it cannot be penetrated. If AoE caps are removed, this damage reduction goes away. Thus dramatically lowering damage required.
I also suggested that Barrier needs a huge nerf.
furthering this, you do realize how little damage you have if you stack so highly into health and tank gear? You wouldnt be able to kill anything.
Exactly. Right now, I can buy myself 50% dmg reduction -- in light armor -- by asking my buddies to stand on my butt. Stupid.
Darnathian wrote: »
i really dont understand why your so afraid to remove them? Its been so long with aoe caps and the zergs are just getting bigger and bigger and harder to kill because of it and performance has hardly improved. Why not try something different? You might even like it, you dont know. Ulti gen isnt dynamic so dont give me the perma bats DKs of old reason.
I'm not afraid of removing them, because we'll just adapt like every patch - I just realize that this won't be a magic solution like people claim it will be. TONS of changes need to be made to pvp, but that's the point, many changes need to be made on multiple fronts. Having the youtubers sell it like it will be a magic fix, and then for their beliebers to make a thread on the forums reiterating it as magic fix serves no one any good. I keep reiterating my reasoning why it's not going to be such a great fix, no one seems to be able provide a reason why my concerns are unwarranted, and everyone keeps posting like this is the one-shoe-fits-all fix for pvp. It's a little ridiculous.
this has been a solution proposed by players since they capped talons and stuff back near launch. Its not a magic fix but its a fix in the right direction. Force them to spread because their entire raid can get pinned down by a DK's talons or a NBs soul tether or one streak. You need to punish the players for stacking and not encourage it. Im even down for them to keep the mitigation but do it 100/80/65 or something. 100/50/25 is just ridiculous.
Yes!!!! Unerf talons and give DKs a purpose!!
You are not making sense. Every person beyond six gets 50% dmg reduction. This is more than you get if you stack armor to 32k because it cannot be penetrated. If AoE caps are removed, this damage reduction goes away. Thus dramatically lowering damage required.
I also suggested that Barrier needs a huge nerf.
furthering this, you do realize how little damage you have if you stack so highly into health and tank gear? You wouldnt be able to kill anything.
Why dont we try a different Way.
Why dont we redesigne the Keeps. More Flags, More Rooms, More Stairs, more anything.
Rethink the caping Mechanik.
A BombZerg will never be able to turn a Keep if there are 4 Flags, up and down.
r.jan_emailb16_ESO wrote: »Why dont we try a different Way.
Why dont we redesigne the Keeps. More Flags, More Rooms, More Stairs, more anything.
Rethink the caping Mechanik.
A BombZerg will never be able to turn a Keep if there are 4 Flags, up and down.
So you need even more people before you can attempt to assault a defended keep?^^
You are not making sense. Every person beyond six gets 50% dmg reduction. This is more than you get if you stack armor to 32k because it cannot be penetrated. If AoE caps are removed, this damage reduction goes away. Thus dramatically lowering damage required.
I also suggested that Barrier needs a huge nerf.
furthering this, you do realize how little damage you have if you stack so highly into health and tank gear? You wouldnt be able to kill anything.
The aoe cap removal was proposed as a way for a small group to beat a much larger group. I gave a few scenarios of why that's poorly thought out because of the many ways players can adapt. One of them being, they could run tanky, making it impossible for the smaller group to kill them - the smaller group has to be full glass cannon to do anywhere near enough damage now (even though it still won't be enough), and then they get wiped when the larger group sneezes on them - even with tanks. Or, the smaller group goes tankier so they don't get sneezed on, but now have an even harder time killing the larger group.
The group that goes tanky can just start to rely more on siege to do their damage since being in 7/7 light armor or 7/7 heavy armor has no impact on that damage. It's just a shift in the meta, the zerg will still be there, the original goal behind removing the aoe cap has been lost, so what's the point? You slightly tweaked the meta, but it's overall the exact same one? Congrats.
Furthermore, when there are 40-60 people, they are NOT all in a 5-8 meter radius. They simply aren't. You'll get a good number of them in your ult, sure, but you aren't going to get all of them, and now your group of 10-15 is taking extra damage from the removed cap and wipes anyway.
ZOS is not good at planning out their changes, they try to fix something and break something else. So when the playerbase is trying to push feedback on ZOS, it should NOT be "go remove aoe cap please" - it should be "remove the aoe cap, but do this, this, and that in addition because otherwise Z, X, and Y will happen and make the change either pointless, or make the meta even worse". Yet, for all 6 pages of this thread, barely anyone is actually thinking 2 steps ahead to what the meta looks like when aoe caps are removed. If we're trying to get good pvp feedback for ZOS, make it good feedback ffs and think things through so there's a good battleplan and not just a single change made with zero foresight given into the next crapstorm that's created. I'm tired of bouncing from one major problem in pvp to another. If you're going to propose a fix to a problem, spend the 5 minutes it takes to think about what else could go wrong with your proposed fix. It's really not so much to ask for. I'm tired of seeing a change go through because some people thought it was a good idea at the time, gave no thought into how it could backfire, and/or had the mentality of "let's just try it and see what happens." I'm done experimenting with sweeping changes to the meta made on a whim. If you want a change to improve pvp, great, provide a list of how your change might actually make things worse or not work at all so contingencies can be built in to account for the many, many ways things backfire.
I've already repeated at least twice pretty much every point I've made, and still haven't seen good reasoning to refute them. Look a few posts up at Fraw's post:
Some good points in here.
So, to improve pvp we need:
- removal of AOE caps
- player collision detection in cyrodil
- potentially require more active healing such as force targeting friendly to heal them. Not sure about healing springs.
After 6 pages of this, he's completely ignored every single cautionary point raised and summarized only what the youtube egos asked for (though I highly agree with the third point). So, if this is all that players take away from both sides of the argument, what's the point of even having one? Go ahead and clamor for feedback because someone else proposed it and it sounded like a good idea. Take no heed of the various people raising points that indicate it's just today's straw-man.
You are not making sense. Every person beyond six gets 50% dmg reduction. This is more than you get if you stack armor to 32k because it cannot be penetrated. If AoE caps are removed, this damage reduction goes away. Thus dramatically lowering damage required.
I also suggested that Barrier needs a huge nerf.
furthering this, you do realize how little damage you have if you stack so highly into health and tank gear? You wouldnt be able to kill anything.
The aoe cap removal was proposed as a way for a small group to beat a much larger group. I gave a few scenarios of why that's poorly thought out because of the many ways players can adapt. One of them being, they could run tanky, making it impossible for the smaller group to kill them - the smaller group has to be full glass cannon to do anywhere near enough damage now (even though it still won't be enough), and then they get wiped when the larger group sneezes on them - even with tanks. Or, the smaller group goes tankier so they don't get sneezed on, but now have an even harder time killing the larger group.
The group that goes tanky can just start to rely more on siege to do their damage since being in 7/7 light armor or 7/7 heavy armor has no impact on that damage. It's just a shift in the meta, the zerg will still be there, the original goal behind removing the aoe cap has been lost, so what's the point? You slightly tweaked the meta, but it's overall the exact same one? Congrats.
Furthermore, when there are 40-60 people, they are NOT all in a 5-8 meter radius. They simply aren't. You'll get a good number of them in your ult, sure, but you aren't going to get all of them, and now your group of 10-15 is taking extra damage from the removed cap and wipes anyway.
ZOS is not good at planning out their changes, they try to fix something and break something else. So when the playerbase is trying to push feedback on ZOS, it should NOT be "go remove aoe cap please" - it should be "remove the aoe cap, but do this, this, and that in addition because otherwise Z, X, and Y will happen and make the change either pointless, or make the meta even worse". Yet, for all 6 pages of this thread, barely anyone is actually thinking 2 steps ahead to what the meta looks like when aoe caps are removed. If we're trying to get good pvp feedback for ZOS, make it good feedback ffs and think things through so there's a good battleplan and not just a single change made with zero foresight given into the next crapstorm that's created. I'm tired of bouncing from one major problem in pvp to another. If you're going to propose a fix to a problem, spend the 5 minutes it takes to think about what else could go wrong with your proposed fix. It's really not so much to ask for. I'm tired of seeing a change go through because some people thought it was a good idea at the time, gave no thought into how it could backfire, and/or had the mentality of "let's just try it and see what happens." I'm done experimenting with sweeping changes to the meta made on a whim. If you want a change to improve pvp, great, provide a list of how your change might actually make things worse or not work at all so contingencies can be built in to account for the many, many ways things backfire.
I've already repeated at least twice pretty much every point I've made, and still haven't seen good reasoning to refute them. Look a few posts up at Fraw's post:
Some good points in here.
So, to improve pvp we need:
- removal of AOE caps
- player collision detection in cyrodil
- potentially require more active healing such as force targeting friendly to heal them. Not sure about healing springs.
After 6 pages of this, he's completely ignored every single cautionary point raised and summarized only what the youtube egos asked for (though I highly agree with the third point). So, if this is all that players take away from both sides of the argument, what's the point of even having one? Go ahead and clamor for feedback because someone else proposed it and it sounded like a good idea. Take no heed of the various people raising points that indicate it's just today's straw-man.
Players in a zerg are protected by an artificial mechanic. Removing that mechanic will help to level the playing field. Small groups will not be artificially weakened vs large groups. Of course players will adapt. This is not a reason to avoid making a change.
None of your points are actually valid reasons for maintaining a cap on AOE abilities. Why do you think that the cap should be maintained?
Re my own post, 'ignoring everything said' what have I ignored exactly? I have reiterated what was said about caps and healing and also shown my support for collision spreading people and making 'stack on crown' harder.
Everything that you have written demonstrates a massive chip o your shoulder about those you tubers. They actually made some valid points.
I have seen plenty of criticism from you, what positive changes would you suggest to improve pvp?
You are not making sense. Every person beyond six gets 50% dmg reduction. This is more than you get if you stack armor to 32k because it cannot be penetrated. If AoE caps are removed, this damage reduction goes away. Thus dramatically lowering damage required.
I also suggested that Barrier needs a huge nerf.
furthering this, you do realize how little damage you have if you stack so highly into health and tank gear? You wouldnt be able to kill anything.
The aoe cap removal was proposed as a way for a small group to beat a much larger group. I gave a few scenarios of why that's poorly thought out because of the many ways players can adapt. One of them being, they could run tanky, making it impossible for the smaller group to kill them - the smaller group has to be full glass cannon to do anywhere near enough damage now (even though it still won't be enough), and then they get wiped when the larger group sneezes on them - even with tanks. Or, the smaller group goes tankier so they don't get sneezed on, but now have an even harder time killing the larger group.
The group that goes tanky can just start to rely more on siege to do their damage since being in 7/7 light armor or 7/7 heavy armor has no impact on that damage. It's just a shift in the meta, the zerg will still be there, the original goal behind removing the aoe cap has been lost, so what's the point? You slightly tweaked the meta, but it's overall the exact same one? Congrats.
Furthermore, when there are 40-60 people, they are NOT all in a 5-8 meter radius. They simply aren't. You'll get a good number of them in your ult, sure, but you aren't going to get all of them, and now your group of 10-15 is taking extra damage from the removed cap and wipes anyway.
ZOS is not good at planning out their changes, they try to fix something and break something else. So when the playerbase is trying to push feedback on ZOS, it should NOT be "go remove aoe cap please" - it should be "remove the aoe cap, but do this, this, and that in addition because otherwise Z, X, and Y will happen and make the change either pointless, or make the meta even worse". Yet, for all 6 pages of this thread, barely anyone is actually thinking 2 steps ahead to what the meta looks like when aoe caps are removed. If we're trying to get good pvp feedback for ZOS, make it good feedback ffs and think things through so there's a good battleplan and not just a single change made with zero foresight given into the next crapstorm that's created. I'm tired of bouncing from one major problem in pvp to another. If you're going to propose a fix to a problem, spend the 5 minutes it takes to think about what else could go wrong with your proposed fix. It's really not so much to ask for. I'm tired of seeing a change go through because some people thought it was a good idea at the time, gave no thought into how it could backfire, and/or had the mentality of "let's just try it and see what happens." I'm done experimenting with sweeping changes to the meta made on a whim. If you want a change to improve pvp, great, provide a list of how your change might actually make things worse or not work at all so contingencies can be built in to account for the many, many ways things backfire.
I've already repeated at least twice pretty much every point I've made, and still haven't seen good reasoning to refute them. Look a few posts up at Fraw's post:
Some good points in here.
So, to improve pvp we need:
- removal of AOE caps
- player collision detection in cyrodil
- potentially require more active healing such as force targeting friendly to heal them. Not sure about healing springs.
After 6 pages of this, he's completely ignored every single cautionary point raised and summarized only what the youtube egos asked for (though I highly agree with the third point). So, if this is all that players take away from both sides of the argument, what's the point of even having one? Go ahead and clamor for feedback because someone else proposed it and it sounded like a good idea. Take no heed of the various people raising points that indicate it's just today's straw-man.
Players in a zerg are protected by an artificial mechanic. Removing that mechanic will help to level the playing field. Small groups will not be artificially weakened vs large groups. Of course players will adapt. This is not a reason to avoid making a change.
None of your points are actually valid reasons for maintaining a cap on AOE abilities. Why do you think that the cap should be maintained?
Re my own post, 'ignoring everything said' what have I ignored exactly? I have reiterated what was said about caps and healing and also shown my support for collision spreading people and making 'stack on crown' harder.
Everything that you have written demonstrates a massive chip o your shoulder about those you tubers. They actually made some valid points.
I have seen plenty of criticism from you, what positive changes would you suggest to improve pvp?
If you're alleging that because I disagree with the herd on this that I don't provide contructive criticism regarding pvp, you're welcome to click my name and read posts. I'm not going to laundry list all of the pvp improvements I've discussed elsewhere.
Not once have I proposed having aoe caps is a good thing, but I have asked people pushing for it's removal to provide a basic: here is the intended goal, why removing the cap meets the goal; here are the ways removing the cap can go wrong, here are ways to prevent them or mitigate them. Even when prodding people with entirely likely outcomes of how this change could backfire, they're ignored and people continue pushing for a change giving little thought to what else could happen. If you want to remove aoe caps, fine, but don't do it half baked and without having a plan to address or at least be AWARE of the ways it will inevitably backfire. ZOS won't do it for you unfortunately.
As for my chip, certainly. Don't propose something that's really for your benefit as something that will be an absolute guarantee improvement for the same regular pvpers you avoid ever grouping with - because as is evidenced here, some will blindly agree and then be sorely disappointed when removing the cap doesn't do everything it was advertised to do.
But whatever, enough beating the dead horse. I've made my points, whether or not people are willing to think critically about what the cap removal will actually do or don't do is on them.
No. In beta testing, especially the open beta the month before launch, the AoE cap had not yet been implemented.
Group strategies still used to this day were formed then. They never changed or diverted. When the AoE cap was dropped onto the community literally one week from launch, the weekend before early access, there was a community uproar thread over 200 pages in length (which was wiped when the beta boards were wiped) addressing the issue and potential to make an already existing problem worse.
As launch day hit and the same strats continued to be used all through 1.0 and 1.1 the AoE cap was mostly forgotten about as players focused more attention on broken skill lines and "cloth wearing vampires spamming standards bats and talons" than on the real problems already existing from beta.
On Wabbajack a blue zergball started to form that would lag things tremendously. The bombstack had already existed, but was now starting to become multiraid in size.
The problem became even larger on Dawnbreaker, and then Thornblade (especially thornblade) as intentionally lagging the server (a byproduct of mass calculations in blobbed groups spamming heals, yes heals, on themselves) became a common tactic to cause rollbacks.
Also around this time was the famous FPS drop, and other major exploitable bugs (caltrops, wall of elements) and the like. AoE caps again were forgotten about.
it was only when ZoS changes the caps to scale with size that people even started making a fuss about them again. They existed since launch yes, but the strats as to why groups blob had nothing to do with the caps. That was preexisting strat from beta due to heals and carried over strats from other games.
We would discover later the benefit those blobs had from the AoE caps, but this was after they were already doing it, and is not the cause of them doing it, even today.
Groups run tight to keep heals, barriers, purges, and damage stacked together. The whole AoE cap thing is just a strawman, though I am aware it has its point. I assure you those stacked bombgroups of today would still stack even without an AoE cap, and in fact would be much much more dangerous than they are now, especially to smaller groups over six in size.
The majority of everyone else seems to be holding on to this ego fueled pipe dream of days long gone where they could wipe mystery zergs of 50 people with four or five. Whether glory seeking or just plain disingenuous, the game mechanics needed to pull that off havent existed AoE capped or not for over a year.
Classes were nerfed, ground oil was nerfed, ultimate was nerfed, damage itself was nerfed. The mechanics that enabled people in the past to do big things with small groups were removed. AoE cap has remained constant, therefore cannot be the reason or magic bullet to restore the days of glory. Youd have to revert everything to achieve the same goal, because the caps existed even when all the stuff that enabled a few to do crazy things existed.
It is not about liking or disliking something, it is a dose of reality. 1.2 has been gone for over 18 months. Its time to stop grasping at straws for a return to the days where the few harboring all of the secrets picked on the many that would blindly walk into ground oils and bats 100 times over. Which brings up another thing I mentioned in a TS to a few of you the other night, one of the saddest contributors to this games problems are based on the fact people were so secretive about exploits and broken mechanics early. A lot of this pipe dream nonsense of the old days was based around people using ridiculously OP or broken stuff no one else knew about at the time.
Fact is not many people dont know about the broken stuff anymore.
Now, you all wanna talk about something meaningful like AoE caps affecting server performance, then we might be on to something... but trying to get something changed for the purposes of stroking an ego because one feels entitled to killing 10x their numbers "just because" is rather silly.
The majority of everyone else seems to be holding on to this ego fueled pipe dream of days long gone where they could wipe mystery zergs of 50 people with four or five. Whether glory seeking or just plain disingenuous, the game mechanics needed to pull that off havent existed AoE capped or not for over a year.
Classes were nerfed, ground oil was nerfed, ultimate was nerfed, damage itself was nerfed. The mechanics that enabled people in the past to do big things with small groups were removed. AoE cap has remained constant, therefore cannot be the reason or magic bullet to restore the days of glory. Youd have to revert everything to achieve the same goal, because the caps existed even when all the stuff that enabled a few to do crazy things existed.
It is not about liking or disliking something, it is a dose of reality. 1.2 has been gone for over 18 months. Its time to stop grasping at straws for a return to the days where the few harboring all of the secrets picked on the many that would blindly walk into ground oils and bats 100 times over. Which brings up another thing I mentioned in a TS to a few of you the other night, one of the saddest contributors to this games problems are based on the fact people were so secretive about exploits and broken mechanics early. A lot of this pipe dream nonsense of the old days was based around people using ridiculously OP or broken stuff no one else knew about at the time.
Fact is not many people dont know about the broken stuff anymore.
Now, you all wanna talk about something meaningful like AoE caps affecting server performance, then we might be on to something... but trying to get something changed for the purposes of stroking an ego because one feels entitled to killing 10x their numbers "just because" is rather silly.
@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.
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.
i really dont understand why your so afraid to remove them? Its been so long with aoe caps and the zergs are just getting bigger and bigger and harder to kill because of it and performance has hardly improved. Why not try something different? You might even like it, you dont know. Ulti gen isnt dynamic so dont give me the perma bats DKs of old reason.
I guess the reference to 4 people being able to wipe 20 people at launch is being translated as "make this change and 4 people can do anything a 20 person group can do".
The one thing Im missing a lot from those against caps is why they should be in place. Please let me know why this game needs AOE caps and why they need to stay as is today. Otherwise, stop coming at me instead of talking about the issue - I get enough of that every day in game.
I'd think someone from VE would be know better than to attribute my reasoning to "ego" related issues. Could probably have a good discussion on it.
Jessica Folsom wrote:It's a very grey area.