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".
Isn't Rylana just saying that uncapping AoE won't return us to the situation as it existed at launch, when small groups could wipe large ones, because that would require undoing a whole lot of other changes that have gone into the game since then as well?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.
The issue under discussion AFAIC is not whether AoE caps are justified, but what measures might help against the phenomenon of Zerging.
My view is that lifting AoE caps won't do much, and suggesting that it will is misleading and distacts from the actual issue.
Huckdabuck wrote: »
I listened to a small portion of the 2.5 hour video because, 2.5 hours. Where the lack of perspective starts to become evident is when you insist that large groups stack together because of the cap. Not once in our ts do you hear people being told to stay by crown so they can get reduced aoe dmg. People are told to stay so barrier, heals, and rapid can reach them. We're highly mobile and push into risky areas, so being on the backline means you get separated and killed easier simply because by the time you've been cc'd and break it, the group has moved on and you're further away from heals and rapid. When an aoe bomb comes in, you tell players to mitigate the damage with block/dodge/mist, or by skirting it. You don't tell players to stack tighter just so the aoe cap kicks in, because then you die. And yet, the argument behind the thread is how groups take unfair advantage by stacking for the cap, when the reality is they stack for all of the other reasons. The godawful 60+ zergs are probably almost entirely made up of people that don't even know about the cap or how it works. If you want overstacking to be addressed, barrier, heals, and buffs need to be the focus, not a straw man.
Threads like this one present it as a magic bullet, even if the 2.5 hour long video doesn't. And when nothing is said to correct them, or to reinforce that it's only a small piece o the puzzle, then yes, it certainly appears like you fall into the magic bullet interpretation.
As for the ego reference, overlooking the bizarre cult following since that's partly out of your hands, when you guys say you won't run more than 1, 2, 4, 8 (or whatever) because you dont want to 'zerg', how else but egotistical is that supposed to come off? Whether directly or indirectly, comments from people on the panel over the past year have helped foster an incorrect notion that everything is a zerg, and the more numbers you have, even if reasonable, and intentional for how the game is designed, the less skill you have.
But the possiblity to beat a Zerg with a few Player is not the solution to avoid zergs.
Also cap barrier to 6 Targets is not a good solution, it will cause Problems to smaler Groups to take a Keep if they have to pass a breach with oil over it.
removing the cap will cause other Problems as it solve some.
The Meta right now from bombzergs on Eu for a full raid is.
20 Magicka Templar with Battswarm and Prox Det, and overheal anything.
Rest of the ppls Slot Steeltornado,
while the cap is mitigating some dmg for them, it does also for us.
even if you remove the cap, it will not solve the Problem with 20 battswarming overhealing Templars because they dont care.
a other solution for zergs would be a massive aoe Stun with a Root over it without any Cap.
The godawful 60+ zergs are probably almost entirely made up of people that don't even know about the cap or how it works.
Fengrush, I agree that zerg busting should be a thing. A 5-10 man group should have a reasonable chance of getting kills, in some cases many kills on much larger groups.
I have started leaning towards the removal but I have a major reservation.
Imagine a non aoe capped Haxus, Vehemence, GoS, KHole or a similar sub-raid sized coordinated group. a 12-16 man solid group that can already bust a 40+ man zergball. Now remove the AoE caps. What have you just created? You literally just made a high damage small-medium man bomb group completely unbeatable, and at the same time even if those groups meet up vs each other, its a damage war, whoever has the most DPS would then win every fight. Forget healing and movement, boom boom kapow.
There are only two guilds in the game right now that on even numbers footing even gives GoS a challenge (and no I am not claiming we are the best, I am simply stating the current state of the game for us) and that is VE (DC) and Rage(AD). This is generally speaking of course, and there are other smaller groups and conglomerates like Khole and Tertiary Meat that if they had up to 15-20 guys probably would be able to take us on fairly well.
My point in this is that besides those named, the only time we ever lose a fight, is when we are outnumbered 2 or 3 to 1 or even more. But we SHOULD lose those fights, or at least barely eke out a win via superior strategy and movement.
If you removed AoE caps, those 50-60 man zergballs that are REQUIRED to beat us, would be completely useless. What you would see is basically the top six or seven 12-20 man organized groups basically rendering the entire rest of the population null and just slamming each other with as much damage as they can stack.
Now imagine your four man squad running into one of those 16 man high DPS groups. You might think four people would bust them, but the reality is youre going to be running 4 equal footing into 16 equal footing in a game where burst DPS has been nerfed so hard for PvP that youre basically ensuring the death of smallman. Its already in a bad enough state. This potentially makes it actually worse, considering the truly organized groups already out there.
The real issue in this game is how damage stacking benefits by force multiplication. Why have one prox det when you can have 10 all at once. Nothing will survive that. Only takes 10. Thats not a very large group.
Reduce Barrier to 6 targets. Boom, done.
Joy_Division wrote: »Makes compelling counters
Jessica Folsom wrote:It's a very grey area.
Nivzruo_ESO wrote: »AoE is the real problem... remove AoE from the game it's a tool for bad players anyways.
Nivzruo_ESO wrote: »AoE is the real problem... remove AoE from the game it's a tool for bad players anyways.
Funny you said this because after pondering everything I read as well as what I wrote I realized the common denominator of each problem was AoEs in some form or fashion whether shield, heals or dps.
The best and easiest fix for this entire mess is to remove AoEs completely with the exception of siege and be done with it. You are right, AoEs are fundamentally a lazy and skilless mechanic for bad players.
Nivzruo_ESO wrote: »AoE is the real problem... remove AoE from the game it's a tool for bad players anyways.
Nivzruo_ESO wrote: »AoE is the real problem... remove AoE from the game it's a tool for bad players anyways.
Funny you said this because after pondering everything I read in this thread as well as what I wrote I realized the common denominator of each problem was AoEs in some form or fashion whether shield, heals or dps.
The best and easiest fix for this entire mess is to remove AoEs completely with the exception of siege and be done with it. You are right, AoEs are fundamentally a lazy and skilless mechanic for bad players.
Nivzruo_ESO wrote: »AoE is the real problem... remove AoE from the game it's a tool for bad players anyways.
Funny you said this because after pondering everything I read in this thread as well as what I wrote I realized the common denominator of each problem was AoEs in some form or fashion whether shield, heals or dps.
The best and easiest fix for this entire mess is to remove AoEs completely with the exception of siege and be done with it. You are right, AoEs are fundamentally a lazy and skilless mechanic for bad players.
You need to think a little harder about this viewpoint.
And theres not 'a lot of changes to revert'. Theres really 1) AOE caps 2) dynamic ults. Only other things that really changed was ult costs, sets available, some of the bonuses they had - but these other factors were pretty simple. This game had very few sets at launch you could actually use, so we saw lots of 25% ult reduction sets with builds built around them.
Instead of reworking numbers, they literally tried to cap AOEs to limit ult gen, but didnt do the math on it. Eventually, static ult gen - which is problem #2 but more complicated than AOE caps to imbalanced large scale PvP.
I don't disagree that siege should be viable -- I simply think that siege as THE anti-zerg weapon should be a thing. I want to use the 12 buttons on my bars, no left-click every three seconds.
I don't disagree that siege should be viable -- I simply think that siege as THE anti-zerg weapon should be a thing. I want to use the 12 buttons on my bars, no left-click every three seconds.
I'm not sure if you meant "should be a thing" or "shouldn't be a thing". Sorry. But to reiterate, I know that some players don't enjoy using siege. But right now, there is almost no point using siege against ball groups and players. And I'd like to see this changed. The whole feeling of fighting for a keep with siege raining down is just epic.
Players should worry about siege hitting from the outer towers. If the enemy heads to the top of the keep, they should worry about siege placed up there. Frankly speaking, siege just gets overrun by blobs because they don't really hurt. That, combined with weak NPCs as well, has just made using siege mean almost nothing.
Lava_Croft wrote: »Lovely video, but it should be renamed to 'We are small scale ESO' just to make your agenda clear.
Large scale ESO needs the most attention, since that's where it starts. Once the large scale combat is working correctly, it will trickle down to small scale combat.