You said to increes hp/res from mobs to balance the aoe farming.
While you do this weak players are affrcted,
Lava_Croft wrote: »There's no argument to be made against the removal of AoE caps since just about any other solution has failed so far. If it doesn't work out, it can always be reverted.
You said to increes hp/res from mobs to balance the aoe farming.
While you do this weak players are affrcted,
Yea - in trials. Outside of that, its not needed.
It is clear youre reaching here. In case youre wondering what that means, it means youre desperate to say anything to keep AOE caps from being removed.
Lava_Croft wrote: »There's no argument to be made against the removal of AoE caps since just about any other solution has failed so far. If it doesn't work out, it can always be reverted.
Unless you don't want an AoE centric game where everyone just runs around spamming AoE damage, purges, heals and shields without any need to target anything. Biggest blob with AoEs wins. We already see it now under most situations especially inside structures or wall running.
AoEs by the nature of the mechanic encourage blobbing and simply removing AoE caps without retooling the mechanic will just make things worse.
Imho the AoE mechanic just encourages a lazy and boring play style. However, I can deal with it if it is used tactically or if it can be designed to be a true blob bluster that scales damage the more players it hits and does significantly less damage if it only hits a few.
Simply raising the caps will just magnify the problem.
-AoE, hits an unlimited number of players (check - assuming it is lifted)
-AoE, no targeting needed (check)
-AoE, hits for equivalent damage/heals/shields/purges/speed/snare (check)
-AoE, hits stealth/cloak (check)
Somebody explain why you would want to run with anything else in a group of any size?
Im going to play devils advocate for a minute. As I and others have already said, the aoe cap REALLY does not factor into most fights as some people in here seem to think it does, and is the last thing groups are thinking of when there's a call to be on crown. Anyway, devils advocate commence.
ESO pvp is intended for and designed for large scale fighting, group/s v group/s. That doesn't mean you can't small man or solo, but there's no denying the intention is for large scale battles. With that said, these 'epic' large battles are less fun when the fight is over in a second, yes? Does anyone disagree? So if the goal is to have large fights that actually last and not a one-and-done bomb, being able to obliterate an entire raid in a second runs counter to the goal. By the very nature of game mechanics, large numbers o players in these fights are drawn towards eachother even if not in the same group, it's just how people fight in large scale pvp. The aoe cap can serve as a means to mitigate the one-and-done bomb that would inevitably happen when 2 or 3 sides collide with 20+ ults a piece. This may negatively impact the other areas of pvp, but obviously an argument can be made that it protects large scale group v group fights by lessoning the chance that entire swaths of players melt in less than a second, and what should be a good fight ends with disappointment.. That's not to say I'm convinced of this argument, but I should think it certainly doesn't mean the cap removal should be a one-sided argument and so easily written off as an obvious necessity.
The removal was sold as a means to improve pvp, but fengrush has already admitted it won't help a small man beat a coordinated raid, which means it just helps small mans fight larger numbers of bad and new pvpers. Is roflstomping them good for pvp? Debatable. Furthermore, the ONE devils advocate argument I made should show that the cap can be healthy for the majority of pvp (large scale fights), which is also the intended style of pvp. So removing it in the hopes of improving small scale pvp's ability to solely kill bad players is not such a convincing argument as a 'betterment for all pvp' if at the same time it promote one-shot bombs in place of actual engagements.
Do I think the cap is stupid? Absolutely. Do I think people are justified in clamoring for changes when they clearly aren't thinking critically about the effects? Hell no. This problem seems to be endemic when it comes the the playerbase demanding changes they assume are good ideas. Demand debate and an evaluation of pros and cons, because there are other people that have perspective you may lack.
Would I like for the Zerg issue to be addressed? Yes. Would I like for mechanics to be corrected so we don't have this bizarre aoe cap? Yes. But stop saying this is one simple fix that will overall improve pvp when it's clearly not that cut and dry.
@Satiar Do you not remember countless battles of Hijinx 20+ groups dying to my 4 man? These things happened. We lost a lot of fights too. But we had a chance to win them just as well.
Lava_Croft wrote: »There's no argument to be made against the removal of AoE caps since just about any other solution has failed so far. If it doesn't work out, it can always be reverted.
Unless you don't want an AoE centric game where everyone just runs around spamming AoE damage, purges, heals and shields without any need to target anything. Biggest blob with AoEs wins. We already see it now under most situations especially inside structures or wall running.
AoEs by the nature of the mechanic encourage blobbing and simply removing AoE caps without retooling the mechanic will just make things worse.
Imho the AoE mechanic just encourages a lazy and boring play style. However, I can deal with it if it is used tactically or if it can be designed to be a true blob bluster that scales damage the more players it hits and does significantly less damage if it only hits a few.
Simply raising the caps will just magnify the problem.
-AoE, hits an unlimited number of players (check - assuming it is lifted)
-AoE, no targeting needed (check)
-AoE, hits for equivalent damage/heals/shields/purges/speed/snare (check)
-AoE, hits stealth/cloak (check)
Somebody explain why you would want to run with anything else in a group of any size?
This is already pvp.
On eu, removing the cap won't increase this because everyone already does it.
It will, however, give opportunity for small organised groups to time attacks to break up these large zergs.
Anyway, @Lava_Croft hit the nail on the head - try it!
This may have already been said. Multiply the damage AOE does against 10 or more players. If you get a group of 20 people trying to zerg you just jump in the middle and do some aoe and they should all explode. No more zerg balls.
Jessica Folsom wrote:It's a very grey area.
Im going to play devils advocate for a minute. As I and others have already said, the aoe cap REALLY does not factor into most fights as some people in here seem to think it does, and is the last thing groups are thinking of when there's a call to be on crown. Anyway, devils advocate commence.
ESO pvp is intended for and designed for large scale fighting, group/s v group/s. That doesn't mean you can't small man or solo, but there's no denying the intention is for large scale battles. With that said, these 'epic' large battles are less fun when the fight is over in a second, yes? Does anyone disagree? So if the goal is to have large fights that actually last and not a one-and-done bomb, being able to obliterate an entire raid in a second runs counter to the goal. By the very nature of game mechanics, large numbers o players in these fights are drawn towards eachother even if not in the same group, it's just how people fight in large scale pvp. The aoe cap can serve as a means to mitigate the one-and-done bomb that would inevitably happen when 2 or 3 sides collide with 20+ ults a piece. This may negatively impact the other areas of pvp, but obviously an argument can be made that it protects large scale group v group fights by lessoning the chance that entire swaths of players melt in less than a second, and what should be a good fight ends with disappointment.. That's not to say I'm convinced of this argument, but I should think it certainly doesn't mean the cap removal should be a one-sided argument and so easily written off as an obvious necessity.
The removal was sold as a means to improve pvp, but fengrush has already admitted it won't help a small man beat a coordinated raid, which means it just helps small mans fight larger numbers of bad and new pvpers. Is roflstomping them good for pvp? Debatable. Furthermore, the ONE devils advocate argument I made should show that the cap can be healthy for the majority of pvp (large scale fights), which is also the intended style of pvp. So removing it in the hopes of improving small scale pvp's ability to solely kill bad players is not such a convincing argument as a 'betterment for all pvp' if at the same time it promote one-shot bombs in place of actual engagements.
Do I think the cap is stupid? Absolutely. Do I think people are justified in clamoring for changes when they clearly aren't thinking critically about the effects? Hell no. This problem seems to be endemic when it comes the the playerbase demanding changes they assume are good ideas. Demand debate and an evaluation of pros and cons, because there are other people that have perspective you may lack.
Would I like for the Zerg issue to be addressed? Yes. Would I like for mechanics to be corrected so we don't have this bizarre aoe cap? Yes. But stop saying this is one simple fix that will overall improve pvp when it's clearly not that cut and dry.
It does allow 4 people to fight 24 - just not head to head. In reality, people are throwing around the number 4 a lot. If I had an 8 man group of what my group does, we would do pretty well against most full raids on sweeps, flanks, and ambushes.
Keep in mind the 24 people have to attack the keep, the 8 have the advantage of defending and ambushing. With AOE caps, you might as well just exit out the back with 8 and go find a different fight.
Long story short, I'm not against AOE caps being removed. But I also fail to see what it will accomplish. Old days are not coming back, no more instamelting a raid with 4 people before they have a chance to barrier, recover and melt you back. What you should be arguing for, in my opinion, is the ulti gain. That's the big one for small groups, that gave you a competitive edge against larger raids and handicapped larger raids instead of giving them a big damage bonus.
Long story short, I'm not against AOE caps being removed. But I also fail to see what it will accomplish. Old days are not coming back, no more instamelting a raid with 4 people before they have a chance to barrier, recover and melt you back. What you should be arguing for, in my opinion, is the ulti gain. That's the big one for small groups, that gave you a competitive edge against larger raids and handicapped larger raids instead of giving them a big damage bonus.
Agree here, dynamic Ult is probably a bigger game-changer than AoE caps. Especially for small groups.
Jessica Folsom wrote:It's a very grey area.
Im going to play devils advocate for a minute. As I and others have already said, the aoe cap REALLY does not factor into most fights as some people in here seem to think it does, and is the last thing groups are thinking of when there's a call to be on crown. Anyway, devils advocate commence.
ESO pvp is intended for and designed for large scale fighting, group/s v group/s. That doesn't mean you can't small man or solo, but there's no denying the intention is for large scale battles. With that said, these 'epic' large battles are less fun when the fight is over in a second, yes? Does anyone disagree? So if the goal is to have large fights that actually last and not a one-and-done bomb, being able to obliterate an entire raid in a second runs counter to the goal. By the very nature of game mechanics, large numbers o players in these fights are drawn towards eachother even if not in the same group, it's just how people fight in large scale pvp. The aoe cap can serve as a means to mitigate the one-and-done bomb that would inevitably happen when 2 or 3 sides collide with 20+ ults a piece. This may negatively impact the other areas of pvp, but obviously an argument can be made that it protects large scale group v group fights by lessoning the chance that entire swaths of players melt in less than a second, and what should be a good fight ends with disappointment.. That's not to say I'm convinced of this argument, but I should think it certainly doesn't mean the cap removal should be a one-sided argument and so easily written off as an obvious necessity.
The removal was sold as a means to improve pvp, but fengrush has already admitted it won't help a small man beat a coordinated raid, which means it just helps small mans fight larger numbers of bad and new pvpers. Is roflstomping them good for pvp? Debatable. Furthermore, the ONE devils advocate argument I made should show that the cap can be healthy for the majority of pvp (large scale fights), which is also the intended style of pvp. So removing it in the hopes of improving small scale pvp's ability to solely kill bad players is not such a convincing argument as a 'betterment for all pvp' if at the same time it promote one-shot bombs in place of actual engagements.
Do I think the cap is stupid? Absolutely. Do I think people are justified in clamoring for changes when they clearly aren't thinking critically about the effects? Hell no. This problem seems to be endemic when it comes the the playerbase demanding changes they assume are good ideas. Demand debate and an evaluation of pros and cons, because there are other people that have perspective you may lack.
Would I like for the Zerg issue to be addressed? Yes. Would I like for mechanics to be corrected so we don't have this bizarre aoe cap? Yes. But stop saying this is one simple fix that will overall improve pvp when it's clearly not that cut and dry.
It does allow 4 people to fight 24 - just not head to head. In reality, people are throwing around the number 4 a lot. If I had an 8 man group of what my group does, we would do pretty well against most full raids on sweeps, flanks, and ambushes.
Keep in mind the 24 people have to attack the keep, the 8 have the advantage of defending and ambushing. With AOE caps, you might as well just exit out the back with 8 and go find a different fight.
Do you disagree that removing the cap has the potential to negatively impact large group v large group pvp by reducing fight times, promoting stealth bombs, and overall made these engagements about who ult dumps first? People have been asking for a single reason why the cap shouldn't be removed, and I provided you with one.
If you do disagree, you're going to need to explain how it won't make large engagements even shorter than they currently are. If you agree, then the argument comes down to potentially improving small v large pvp at the expense of large v large pvp, which is clearly not benefitting all of pvp like you said was the goal. Just trying to point out the contradiction.
Huckdabuck wrote: »So time for some more honest discussion concerning a "What if" analysis....
What if - Zenimax actually decides in their "infinite wisdom" to remove the AoE caps (while doing it bug free) from the game due to the forum uproar which has been present since they first put them in place.
Scenario 1 - @FENGRUSH and his brave group of 4 dive bombs (INSERT ORGANIZED 24 MAN RAID NAME HERE) and kills a few folks and wipes or runs away to safety but isn't as effective as he thinks he should be. What exactly is the next item on the table to begin rallying against/for (dynamic ulti generation!!!!) in order to help the small man actually have a one up against the overwhelming numbers? Do the brave 4 concede defeat? Do they uninstall due to not being able to play how they want? Do they run around in IC due to the group constraints that are present there (ie line of sight)? Do you start looking for relatively similar sized groups to hit instead?
Scenario 2 - @FENGRUSH and his brave group of 4 dive bombs (INSERT ORGANIZED 24 MAN RAID NAME HERE) and kills everyone in glorious battle. Do the brave 4 write songs of their conquest? Do the forums light up with QQ from the organized guilds? Do the organized guilds adapt/overcome and move to a new meta and continue the current vicious cycle which will lead to the next round of forum QQ with ongoing issues?
Scenario 3 - (INSERT ORGANIZED 24 MAN RAID NAME HERE) dive bombs another (INSERT ORGANIZED 24 MAN RAID NAME HERE) raid and wipes them or gets wiped. What exactly was accomplished here that hasn't already been done many times before? The larger group battles is where ZOS is apparently balancing the PvP side of the game as far as I can tell. IE...see Zheg's post above.
Scenario 4 - (INSERT ORGANIZED 24 MAN RAID NAME HERE) dive bombs 2+ (INSERT ORGANIZED 24 MAN RAID NAME HERE) raid and wipes them. What exactly was accomplished here that hasn't already been done many times before? In the current meta, this is pretty much where raising the AoE cap would be disastrous for the 2+ groups as it's getting somewhat hairy at times to finish them off with the instant rez's we've all been seeing lately. It's this one point alone where you're getting the organized raid guilds telling you that you're making them stronger.
And before replying with a snide/flippant comment......this is not a jab rather it's a couple of honest questions to the most probable "what ifs".
I tend to agree with Steve on this....y'all should be shouting from the ceilings for them to revert the ultimate generation change as that was truly what evened the odds.
EDIT - And just so it's clear....I'm neither for nor against the AoE caps....I just play the game that they put out and enjoy my time here while doing so.
@Satiar Do you not remember countless battles of Hijinx 20+ groups dying to my 4 man? These things happened. We lost a lot of fights too. But we had a chance to win them just as well.
I ruined a full raid with 5 people day before yesterday, still happens. Only, it doesn't happen to good groups anymore because the game itself has changed. I remember precisely one of what you're talking about, and it had very little to do with caps and very much to do with how the game was back than. Back than you could put a DKS down and if people didn't get out if it FAST they'd just die. That kind of burst isn't in the game anymore. Groups also have better rotations and a fuller understanding of game mechanics now.
Long story short, I'm not against AOE caps being removed. But I also fail to see what it will accomplish. Old days are not coming back, no more instamelting a raid with 4 people before they have a chance to barrier, recover and melt you back. What you should be arguing for, in my opinion, is the ulti gain. That's the big one for small groups, that gave you a competitive edge against larger raids and handicapped larger raids instead of giving them a big damage bonus.
Anyways, good luck with the whole thingy, let's see if caps can go. And for the love of god get someone who raids on your next panel. No offense to any of y'all but there's a been a demonstrated lack of understanding regarding raid mechanics ("stack on crown for less damage!" being chief among them) and why the work like they do. That, or you're just not interested enough to get into it which is it's own sin worth correcting
Huckdabuck wrote: »Long story short, I'm not against AOE caps being removed. But I also fail to see what it will accomplish. Old days are not coming back, no more instamelting a raid with 4 people before they have a chance to barrier, recover and melt you back. What you should be arguing for, in my opinion, is the ulti gain. That's the big one for small groups, that gave you a competitive edge against larger raids and handicapped larger raids instead of giving them a big damage bonus.
Agree here, dynamic Ult is probably a bigger game-changer than AoE caps. Especially for small groups.
And this is what everyone should be screaming about! Just doesn't appear that people thought this through as much as they tend to think.
Huckdabuck wrote: »Long story short, I'm not against AOE caps being removed. But I also fail to see what it will accomplish. Old days are not coming back, no more instamelting a raid with 4 people before they have a chance to barrier, recover and melt you back. What you should be arguing for, in my opinion, is the ulti gain. That's the big one for small groups, that gave you a competitive edge against larger raids and handicapped larger raids instead of giving them a big damage bonus.
Agree here, dynamic Ult is probably a bigger game-changer than AoE caps. Especially for small groups.
And this is what everyone should be screaming about! Just doesn't appear that people thought this through as much as they tend to think.
I think that's a separate yet equally important discussion to have.
Though if your proposing which one of the two would people rather have if that's the proposal that ZOS throws at us...I'm not sure. That has far more reaching affects in PvE than removing the AoE diminishing returns cap.
Jessica Folsom wrote:It's a very grey area.