The argument that fights should be over in a second to preserve server performance is an awful one. If you make pvp last a second, what's the point? Seriously? How bored would you be in a week? At that point I could go drop a banner on zombies and grind champ points. Server performance is always on our minds given the lag we've had to put up with, but that doesn't mean pvp should be made pointless because ZOS struggles to deliver on what was promised as far a capabilities.
To hopefully change some of the tone that I myself am guilty of, this shouldn't be a bash fengrush thing, I just see little reality in terms of what most people are under the impression the cap currently does, what removing it will do, and what the ripple effects could be.
The tragedy should not be lost on people that this argument has focused on one of the least relevant of the improvements suggested in the video. Changing how healing works could be incredibly exciting and promote skill over numbers on all fronts, but that's been mentioned maybe 3 times in these 9 pages.
Huckdabuck wrote: »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.
I can tell you with 100% certainty.....the past few days while you and I were running around 2-4 manning in the IC sewers and running into larger groups (and I realize this is very situational) but I would rather have back the dynamic ultimate gain instead of a removal of AoE caps. That's just me and to each their own I guess although I'm horribly ignorant of the PvE aspect that you're referring to (unless you mean someone can finish their dungeon a minute or 5 faster) so I can't speak to any of that. I'd pretty much be willing to wager that neither will be offered up or even discussed internally by ZOS though.
The argument that fights should be over in a second to preserve server performance is an awful one. If you make pvp last a second, what's the point? Seriously? How bored would you be in a week? At that point I could go drop a banner on zombies and grind champ points. Server performance is always on our minds given the lag we've had to put up with, but that doesn't mean pvp should be made pointless because ZOS struggles to deliver on what was promised as far a capabilities.
To hopefully change some of the tone that I myself am guilty of, this shouldn't be a bash fengrush thing, I just see little reality in terms of what most people are under the impression the cap currently does, what removing it will do, and what the ripple effects could be.
The tragedy should not be lost on people that this argument has focused on one of the least relevant of the improvements suggested in the video. Changing how healing works could be incredibly exciting and promote skill over numbers on all fronts, but that's been mentioned maybe 3 times in these 9 pages.
Wreuntzylla wrote: »It's funny to hear people say that unless something is done, the majority of players will leave. The majority is zerging....
While there are some zergs filled with good players, the majority are filled with players that get farmed, day in and day out, outside of a zerg. You can't have a significant number of players with 10:1 kill ratios without other players having 1:10 kill ratios.
Many people here are essentially arguing that they deserve to farm mediocre players because they are more "skilled." Setting aside the definition of "skilled" for this debate, this may be true, from a purely libertarian point of view. However, MMO history has shown that very few people will stick around to be AP cows.
Once the mediocre player is gone, the game begins to collapse. This is for two reasons. First, most "competitive small group" players are in it for pug stomping and not competitive play. Second, even among the groups seeking competition, 2-3 groups typically rise to the top and farm all the remaining competitive groups. The farmed groups also leave the game to avoid having to face the fact that they weren't nearly as good as they thought they were.
This thread reminds me of the movement to remove forward camps. To cut down on zerging and improve open field skirmishing. What a disaster. More and bigger zergs emerged. Can't move safely around the battlefield? Zerg! Or use Sejanus, Nickel, etc., as FCs...
So, what logical train of thought gets you to the point where you think that bombing 10x your numbers will improve the game? Destroy the zergs and what will the zergers do? Stay around and get repeatedly bombed, day in and day out, by 1/10th their numbers? Is their anything more humiliating we could add to the game? They can't FC, they can't zerg, is anything left for them to enjoy PvP? And once they are gone, then what?
I would love to hear any argument as to how removal of AoE caps will lead to a fun environment conducive to a large, sustainable PvP player base. When I think of AoE cap removal, I think of DAOC PBAE bombing, banshee cone AE or early Animist shroom stacking. Each of which contributed to the ultimate demise of that game...
The argument that fights should be over in a second to preserve server performance is an awful one. If you make pvp last a second, what's the point? Seriously? How bored would you be in a week? At that point I could go drop a banner on zombies and grind champ points. Server performance is always on our minds given the lag we've had to put up with, but that doesn't mean pvp should be made pointless because ZOS struggles to deliver on what was promised as far a capabilities.
To hopefully change some of the tone that I myself am guilty of, this shouldn't be a bash fengrush thing, I just see little reality in terms of what most people are under the impression the cap currently does, what removing it will do, and what the ripple effects could be.
The tragedy should not be lost on people that this argument has focused on one of the least relevant of the improvements suggested in the video. Changing how healing works could be incredibly exciting and promote skill over numbers on all fronts, but that's been mentioned maybe 3 times in these 9 pages.
The healing change is the least realistic because this game was never designed to handle it because of consoles. There are a lot of barriers and impediments to making that change. This thread was also solely devoted to this topic, not the entirety of their podcast.
PvP fights also will not last a second, that's a gross exaggeration. I haven't seen a single person advocate for the ability to wipe large numbers of people with AoEs in a second. It's not like this is something new either, people have been advocating for this for a very long time now. We've seen that while their LoS check fix did improve lag, it wasn't the magic bullet. This is another step towards improving performance.
Jessica Folsom wrote:It's a very grey area.
Huckdabuck wrote: »The argument that fights should be over in a second to preserve server performance is an awful one. If you make pvp last a second, what's the point? Seriously? How bored would you be in a week? At that point I could go drop a banner on zombies and grind champ points. Server performance is always on our minds given the lag we've had to put up with, but that doesn't mean pvp should be made pointless because ZOS struggles to deliver on what was promised as far a capabilities.
To hopefully change some of the tone that I myself am guilty of, this shouldn't be a bash fengrush thing, I just see little reality in terms of what most people are under the impression the cap currently does, what removing it will do, and what the ripple effects could be.
The tragedy should not be lost on people that this argument has focused on one of the least relevant of the improvements suggested in the video. Changing how healing works could be incredibly exciting and promote skill over numbers on all fronts, but that's been mentioned maybe 3 times in these 9 pages.
The healing change is the least realistic because this game was never designed to handle it because of consoles. There are a lot of barriers and impediments to making that change. This thread was also solely devoted to this topic, not the entirety of their podcast.
PvP fights also will not last a second, that's a gross exaggeration. I haven't seen a single person advocate for the ability to wipe large numbers of people with AoEs in a second. It's not like this is something new either, people have been advocating for this for a very long time now. We've seen that while their LoS check fix did improve lag, it wasn't the magic bullet. This is another step towards improving performance.
You need to qualify that statement and say something along the lines of "I've never seen a single INTELLIGENT person advocate for the ability to wipe large numbers of people with AoEs in a second........there have been plenty of idiots screaming for I WIN buttons in dealing with zergs......see some of the prox det conversations!
Huckdabuck wrote: »The argument that fights should be over in a second to preserve server performance is an awful one. If you make pvp last a second, what's the point? Seriously? How bored would you be in a week? At that point I could go drop a banner on zombies and grind champ points. Server performance is always on our minds given the lag we've had to put up with, but that doesn't mean pvp should be made pointless because ZOS struggles to deliver on what was promised as far a capabilities.
To hopefully change some of the tone that I myself am guilty of, this shouldn't be a bash fengrush thing, I just see little reality in terms of what most people are under the impression the cap currently does, what removing it will do, and what the ripple effects could be.
The tragedy should not be lost on people that this argument has focused on one of the least relevant of the improvements suggested in the video. Changing how healing works could be incredibly exciting and promote skill over numbers on all fronts, but that's been mentioned maybe 3 times in these 9 pages.
The healing change is the least realistic because this game was never designed to handle it because of consoles. There are a lot of barriers and impediments to making that change. This thread was also solely devoted to this topic, not the entirety of their podcast.
PvP fights also will not last a second, that's a gross exaggeration. I haven't seen a single person advocate for the ability to wipe large numbers of people with AoEs in a second. It's not like this is something new either, people have been advocating for this for a very long time now. We've seen that while their LoS check fix did improve lag, it wasn't the magic bullet. This is another step towards improving performance.
You need to qualify that statement and say something along the lines of "I've never seen a single INTELLIGENT person advocate for the ability to wipe large numbers of people with AoEs in a second........there have been plenty of idiots screaming for I WIN buttons in dealing with zergs......see some of the prox det conversations!
Haha fair enough, I had forgotten about those.
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.

.Jessica Folsom wrote:It's a very grey area.
The pvp fights I most enjoy are when my large group fights other large groups and the fight actually lasts. You've harped on how unfair it is that groups get aoe mitigation, well, if most of theselarge fights are already short when both sides have the mitigation from the caps, how long do you think those fights will last when it's gone?
Don't duck the issue, taking out the cap means whenever large groups fight eachother, they're taking 25/50% more damage and the already short fights will indeed become one and done bombs most of the time. Doesn't sound like an improvement from where Im sitting.
Joy, you missed the chicken pox diagram of VE vs haxus where 2 organized groups fight and the battle is over when it begins. Should coordinated groups not be coordinated and look more like the mall on black Friday so aoe can't ever be concentrated lest the fight be over in a second?
Arguments can be made that overall it will be beneficial for pvp, but to neglect the drawbacks is short sighted.
Taklin, while fights against haxus gos or whoever aren't necessarily short now, the point was that they will become shorter when both sides aren't taking half damage.
Huckdabuck wrote: »Just pretend the group raids are a phalanx. Historically it had the massive power of a nuclear bomb and the defense of Fort Knox. So it was a win/win versus other field combatants. Don't be trying to ruin peoples emmershuns!
Joy, you missed the chicken pox diagram of VE vs haxus where 2 organized groups fight and the battle is over when it begins. Should coordinated groups not be coordinated and look more like the mall on black Friday so aoe can't ever be concentrated lest the fight be over in a second?
Arguments can be made that overall it will be beneficial for pvp, but to neglect the drawbacks is short sighted.
Taklin, while fights against haxus gos or whoever aren't necessarily short now, the point was that they will become shorter when both sides aren't taking half damage.
Adapt and overcome. PvPers do it all the time, why is this now suddenly different? This gives small scale PvP a greater chance to compete where they have a diminished, and increasingly diminishing chance of doing so with each patch. That's not balance.
Huckdabuck wrote: »Just pretend the group raids are a phalanx. Historically it had the massive power of a nuclear bomb and the defense of Fort Knox. So it was a win/win versus other field combatants. Don't be trying to ruin peoples emmershuns!
Do not forget that the Greek phalanx armies as well as the Roman legions gained their fame in pitched battles where both sides were committed to fighting it out there and then. Neither was able to force battle upon enemies because manoeuvering was way too slow to overtake and engage enemies determined to keep their distance.
Ask yourself how that compares to ESO.
Jessica Folsom wrote:It's a very grey area.
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.
This is the exact scenario that should NOT happen. Do you have any idea how hard some det builds hit for already? Some of the stronger ones (meth is a damnnn good example of this) can already lay down enough damage to nearly instashot a whole clump of people, and sometimes it actually does already happen if initiation catches them completely asleep.
You realize what happens if you start multiplying damage?
Septimus_Magna wrote: »Big groups already have the advantage of many players, they dont need help from in-game mechanics.
AOE caps are a great idea but they work in the wrong direction.
Damage AOE caps: increase damage by 25% if you deal damage to more than 6 enemies.
Healing AOE caps: decrease healing by 25% if you heal more than 12 allies.
Problem solved.
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.
Ult gen is definitely good but when you drop negates on a ball group and see people never move an inch and continue spamming heals inside you have to wonder what the hell you dropped it for to begin with.
While the hypothetical situations are appreciated - it still comes back to why these groups need this mitigation???
Your concern with point 4 revolves around the fact that every group will fight as a ball. If they want to put all their eggs in one basket, they should be assuming a higher level of risk. In todays gameplay, not balling up with numbers is the riskiest way to play. Packing together should not give you damage mitigation. Its not only stupid, but it creates a barrier for players to PvP without doing the same exact thing.
I dont want to play in a ball group. I dont mind having to group in large groups, but if youre going beyond 12+ you should be in a ball or youre doing it wrong. This is because of how ZOS has designed the game. As long as AOE caps are in place, it wont change.@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
That burst is in the game, just not when you hit 24 people. A majority of the damage is mitigated. Isnt that pretty messed up to even thinkg about?
As far as the panel goes - this wasnt planned far in advance. It was put together quickly, and it wasnt a forum panel to talk about mass pvp, but various issues, and will be about various issues going forward as well. Its just that forum threads popped out given one part of it. The reality is, there is a lot more support, and thats how it ended up on the forums, than those who come and say but but but youll make us stronger!!!
Will the organized groups be stronger against certain groups, like massive 40-60 zergs? Yes. And they deserve to be. Will 8-12 man groups be able to compete with 24 man guilds as well much better? Yes they will. Will server performance improve when fights dont drag on longer than they should because of the amount of damage being mitigated while large armies clash because they are balling up because they will mitigate damage when theyre together? Yes. These are good things the way I see it.
Dynamic ult gens, barriers, purge - next steps as far as Im concerned. The reality is, this fix is easiest to put in. And the real goal is actually opening a line of communication with ZOS on this stuff - not just AOE caps, PVP concerns. Thats the primary purpose this podcast was put together. If theres no communication or consideration from Zenimax, it will be for naught. Panelists Id like to see on future podcasts: large raid leads, PVE end game players, and ZOS devs.
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.
This is the exact scenario that should NOT happen. Do you have any idea how hard some det builds hit for already? Some of the stronger ones (meth is a damnnn good example of this) can already lay down enough damage to nearly instashot a whole clump of people, and sometimes it actually does already happen if initiation catches them completely asleep.
You realize what happens if you start multiplying damage?
Then spread out. If someone throws a gernade at a single opponent just he should die, but if ten or more of his buddy's are In the exact same spot they should die aswell, allowing it to be mitigated simply because more people are in the same few square meters is dumb.
While the AoE cap is not a perfect solution it is at least providing some protection from organized AoE bomb groups. Without them everyone regardless of group size,balling etc. is going to go down hard and fast to AoE.
I've been down this road before with other MMOs. In the beginning there are good large-scale open field fights and organized PvP using voice comms involves tactical movement, effective target calling and situational awareness. Then the AoE meta evolves and everyone rerolls for AoE. Organized ball groups spamming AoE becomes the only way to effectively fight and everyone either gets on board or left behind.
What I regret most is that I spent so much time on the AoE train before realizing it wasn't rewarding or remotely challenging and that a brain dead monkey could do all that was required. No need for tactical movement of subgroups, no need for individual skill with your class, no need for good target callers. Follow the leader and spam AoE over and over...rinse repeat
Lift AoE caps without restructuring how AoE currently works in ESO and watch the game devolve into nothing but organized AoE bomb groups roaming the campaign map.
dodgehopper_ESO wrote: »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.
This is the exact scenario that should NOT happen. Do you have any idea how hard some det builds hit for already? Some of the stronger ones (meth is a damnnn good example of this) can already lay down enough damage to nearly instashot a whole clump of people, and sometimes it actually does already happen if initiation catches them completely asleep.
You realize what happens if you start multiplying damage?
Then spread out. If someone throws a gernade at a single opponent just he should die, but if ten or more of his buddy's are In the exact same spot they should die aswell, allowing it to be mitigated simply because more people are in the same few square meters is dumb.
If you're trying to fight for realism here I think you're wrong. Other bodies will cushion the blow of that grenade the further you are from the center of the blast. Sure you'll be bleeding out your ears, but its quite possible you could survive relatively unscathed. All that being said, I think the best solution would be if player collision were possible, but I have absolutely no idea if the game is built to handle something like that. Player collision also has downsides in other aspects, in the sense that guilds like the Goons of Eve fame would come to the game and definitely abuse it, blocking doors just because. From a realism standpoint it could be fantastic though, having your frontline soldiers in the front (tanks) with your dps types (two hander/dual wield/staves) and healers in the center or back depending on formation. It would be cool if they could build a system for this and would solve all the problems, but I have a feeling it might either be too heroic of a task for ZoS to tackle or be beyond the capacity of their software or willingness to invest in something like that. Who knows.
While the AoE cap is not a perfect solution it is at least providing some protection from organized AoE bomb groups. Without them everyone regardless of group size,balling etc. is going to go down hard and fast to AoE.
I've been down this road before with other MMOs. In the beginning there are good large-scale open field fights and organized PvP using voice comms involves tactical movement, effective target calling and situational awareness. Then the AoE meta evolves and everyone rerolls for AoE. Organized ball groups spamming AoE becomes the only way to effectively fight and everyone either gets on board or left behind.
What I regret most is that I spent so much time on the AoE train before realizing it wasn't rewarding or remotely challenging and that a brain dead monkey could do all that was required. No need for tactical movement of subgroups, no need for individual skill with your class, no need for good target callers. Follow the leader and spam AoE over and over...rinse repeat
Lift AoE caps without restructuring how AoE currently works in ESO and watch the game devolve into nothing but organized AoE bomb groups roaming the campaign map.
The game is currently organised aoe bomb groups and unorganised zergs. The AoE bomb groups win. The reason for that is simple:
The aoe cap is providing protection to the bomb groups, not from them.
The tight packs benefit far more than do the zergs of randoms.
This is an ezmode mechanic that zos has put in to try to make life easier for casual players but actually makes it harder for them.
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@Zheg of course there will be other repercussions of changing it, however, the key benefit (and a really major one) is that it will level the playing field for smaller groups.
Hell, even a few randoms could get together with detonations and take out one of these 'elite' raid guilds if they caught them off-guard. That cannot happen right now.
Players having to adapt is standard stuff and will happen regardless.
Why would you even think this is possible? Instead of questioning someone's mental capacity concerning this as I did earlier.....I'll just go with WOW!While the AoE cap is not a perfect solution it is at least providing some protection from organized AoE bomb groups. Without them everyone regardless of group size,balling etc. is going to go down hard and fast to AoE.
I've been down this road before with other MMOs. In the beginning there are good large-scale open field fights and organized PvP using voice comms involves tactical movement, effective target calling and situational awareness. Then the AoE meta evolves and everyone rerolls for AoE. Organized ball groups spamming AoE becomes the only way to effectively fight and everyone either gets on board or left behind.
What I regret most is that I spent so much time on the AoE train before realizing it wasn't rewarding or remotely challenging and that a brain dead monkey could do all that was required. No need for tactical movement of subgroups, no need for individual skill with your class, no need for good target callers. Follow the leader and spam AoE over and over...rinse repeat
Lift AoE caps without restructuring how AoE currently works in ESO and watch the game devolve into nothing but organized AoE bomb groups roaming the campaign map.
The game is currently organised aoe bomb groups and unorganised zergs. The AoE bomb groups win. The reason for that is simple:
The aoe cap is providing protection to the bomb groups, not from them.
The tight packs benefit far more than do the zergs of randoms.
This is an ezmode mechanic that zos has put in to try to make life easier for casual players but actually makes it harder for them.
---
@Zheg of course there will be other repercussions of changing it, however, the key benefit (and a really major one) is that it will level the playing field for smaller groups.
Hell, even a few randoms could get together with detonations and take out one of these 'elite' raid guilds if they caught them off-guard. That cannot happen right now.
Players having to adapt is standard stuff and will happen regardless.
Jessica Folsom wrote:It's a very grey area.
Joy_Division wrote: »Zheg:
This is what Pain Train Vs. Disorganized Mob battles look like:
The circles represents the range of your favorite AOE skill. The reds are often getting hit by 100% damage from blue AOEs. The majority of blues are not.
Two ESO players walk into a bar.
Pam the Pug: "Why is it that you get hit for 25% of damage from my steel tornado?"
Barb the Bombtrain mistress: "Because of AoE Caps."
Pam: "But I take 100% damage from your steel tornado!"
Barb: "That because the the reduction only happens after 6 targets are hit."
Pam: "What is the reasoning behind that?"
Barb: "To make it fair, otherwise raids like mine would be too strong!
Pam: "Cool story sis."
You keep asking for a critical reasoning why the removal of AoE caps might be beneficial that takes into account its possible repercussions. I did that a few pages ago. Yet here you are, still asking. Hmm... It's one thing not to agree with my analysis, it's another to just ignore it and keep asking for what it provides.
******
Do we want interesting large scale fights not over in less than a second? I see. So because these bomb groups willingly place their entire raid in one spot and invite the enemy to bomb them, we need this well-meaninged but unfair mechanic in place just so they can have interesting fights? Whatever happened to "raids and players will adapt"? Apparently they won't.
What the developers probably had in mind what would happen in large scale PvP is what is on their trailers and what happens every night in-between Ash and Nickel when the masses of PUGs fight what is in essence many instances of 1v1 battles over a larger area, something like this:.
In such a case, while I still think and AOE cap is stupid, unrealistic, and rewards poor positioning, it is kind of sort of makes sense because the overall damage would be high. However, most importantly, nobody is benefiting from it at the expense of other players, i.e., it is a relatively even playing field.
****
The way the game plays out every night, the Vehemences, the Rages, the Haxuses, GOS and their like are deriving the most benefit from these AoE caps, even if they don't admit it.
Take these two comments @Satiar said: "Giving me capless aoe isn't going to make my raid squishier," - that is patently false.
"AND THE NUMBER ONE thing [Stacking tight on crown these days] does is allows the raid to focus its damage into a white hot ball of death."
Whoa. Since we are supposedly all about thinking critically, why don't we examine this statement.
Steve believes the largest benefit from stacking on crown is the offensive firepower it provides. It is. BUT, BUT, BUT in traditional military calculus, let alone decent fantasy game balance, considerations for offense had to be weighed against what was lost defensively. Where is that consideration here in ESO? You are allowed to maximize your offensive capability without suffering from the natural defensive liabilities from doing so. In fact, in ESO a raid that does this is granted significant free damage reduction - no matter how much they ignore or downplay it - in addition to the barriers, purges, heals, etc.
I'm sorry, I think you need to pay the price for stacking all your raid's assets on the same 15 pixels. That price is not high enough in this game. Obviously AoE caps are not a magic bullet that alone will solve this problem, but they are a contributing factor that allows that sort of undesirable gameplay to be super effective. If you want to create your white hot ball of death, that's fine. By all means do so. But don't try to sell me that a mechanic that allows your white ball of hot death to hit me for 100% damage whereas the majority of damage I inflict back magically disappears is somehow for my benefit. It's not.
While the AoE cap is not a perfect solution it is at least providing some protection from organized AoE bomb groups. Without them everyone regardless of group size,balling etc. is going to go down hard and fast to AoE.
I've been down this road before with other MMOs. In the beginning there are good large-scale open field fights and organized PvP using voice comms involves tactical movement, effective target calling and situational awareness. Then the AoE meta evolves and everyone rerolls for AoE. Organized ball groups spamming AoE becomes the only way to effectively fight and everyone either gets on board or left behind.
What I regret most is that I spent so much time on the AoE train before realizing it wasn't rewarding or remotely challenging and that a brain dead monkey could do all that was required. No need for tactical movement of subgroups, no need for individual skill with your class, no need for good target callers. Follow the leader and spam AoE over and over...rinse repeat
Lift AoE caps without restructuring how AoE currently works in ESO and watch the game devolve into nothing but organized AoE bomb groups roaming the campaign map.
The game is currently organised aoe bomb groups and unorganised zergs. The AoE bomb groups win. The reason for that is simple:
The aoe cap is providing protection to the bomb groups, not from them.
The tight packs benefit far more than do the zergs of randoms.
This is an ezmode mechanic that zos has put in to try to make life easier for casual players but actually makes it harder for them.
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@Zheg of course there will be other repercussions of changing it, however, the key benefit (and a really major one) is that it will level the playing field for smaller groups.
Hell, even a few randoms could get together with detonations and take out one of these 'elite' raid guilds if they caught them off-guard. That cannot happen right now.
Players having to adapt is standard stuff and will happen regardless.
This is the first I've heard anyone try to claim that lifting AoE caps will make the unorganized zerg stronger and make organized bomb groups more vulnerable. Funny.
Anyway I'm done with this thread. ZoS will do what they do and we as players/customers will make our choices as well