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
@Sureshawt eh? I said precisely the opposite.
I do agree with your last sentence though.
This thread is a perfect example of reason clashing with hyperbole
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...
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!
Wreuntzylla wrote: »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.
rfennell_ESO wrote: »SoHuckdabuck 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!
The phalanx had serious weaknesses, like being able to flank it and susceptibility to ranged units. It was only powerful from the front and it was not very mobile.
Historically, the Romans defeated the phalanx and the roman legion didn't rely on the phalanx as part of it's main battle force. They did this merely by not attacking the phalanx's frontal strength and instead flanking it and surrounding it. Not to mention the roman legion had an entire battery of ranged and artillery.
The problem with eso and zerg balls is there is no counter to them past having as many or more. Furthermore they have all the advantages and no disadvantages while the zerg ball is cohesive and not losing numbers, it's a huge crutch.Wreuntzylla wrote: »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.
Being that for the most part of cohesive zerg of 24 rolling and killing one player can easily yield 20 "kills" or more, I think your theory is not very good.
The zerg is not getting a good kill ratio at all, being that their primary targets are not near their numbers. Furthermore, past important keeps that need to be attacked or defended, people just don't go fight the zerg without their own zerg.
Most of the time the zergers will just get MORE if you wipe them. If you wipe EP zerg group of inflated egos 1, they will enlist zerg group of inflated ego 2 and so on until the zerger population is accounted for with a stunning victory of mouth breathers spamming 1 ability a piece.
The only thing entertaining about the zergs are their propensity to show up on forums to talk smack about how hard they spammed "1" for 4 hours, and how skillfully they spammed 1 and sometimes even pressed 2 all while following the papa crown big crown like lemming. The gist of the problem being that the lemming, in this case, don't drown.. they get AP.
It's time to take their crutches away and show them to be nothing but lame cripples (and that's lame cripples that claim they can beat usain bolt in footrace, jam on Lebron and take 100 mph fastballs and hit them out the park). Will it happen, probably not... ZOS listens to these people, and I use the term people in lieu of the derogatory.
Jessica Folsom wrote:It's a very grey area.
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.
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
@Sureshawt eh? I said precisely the opposite.
I do agree with your last sentence though.
This thread is a perfect example of reason clashing with hyperbole
I wasn't going to respond anymore but since you quoted me.
Do you still advocate for removing the AoE cap that you state pretty clearly is providing protection to bomb groups? or maybe its just a typing error?
You wrote:
The aoe cap is providing protection to the bomb groups, not from them
If the AoE cap is protecting the bomb group as you state then it is logical to presume that lifting the AoE cap would remove that protection? Removing protection would thus make bomb groups more vulnerable.
I wrote:
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
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.
dodgehopper_ESO wrote: »Just a thought here, but shouldn't player single target attacks have greater primacy to aoe's? Single targets are more precise and require more effort. Most pvp type games (not just MMO's) that I've played we would call our targets individually and blast those people one by one. Maybe the big answer is that aoe shouldn't be as strong as it is. This is just something I'm musing as I read this debate. Look at caltrops. Its wonderful as a snare, but its not that good for damage, and the cost to fire it is high. I almost think that should be what the aoe's are more about, particularly in pvp. I'd rather that than the huge nerf to Tanks they just did. Personally, I like the notion of playing in skirmish groups, so I can respect what @fengrush and his crew do. The issue though is that I'm not sure people are attacking AoE from the right perspective. I think they'd be better as a debuff than a damage in pvp anyway, at least to make the battles more interesting. The well organized groups will still call targets, and Feng's skirmishes should still be able to cut off flanks and hit and run. Seems like win-win for everyone.
If your group is bigger than 6 members gain 75% damage reduction.
ewhite106b16_ESO wrote: »Standing in a blob mindlessly spamming 1-2 buttons assigned by your role (healing or DPS) shouldn't even be called PVP it's just a boring pointless mess that isn't even worth logging in for.
Huckdabuck wrote: »
The bolded portion works quite well on guild raids as well. Stealth bombs into the middle of groups from the sides and siege while doing that seem to work pretty good to be honest. Just ask @Rylana about that.. Hmmmmm looks like people should be more mindful of history and the lessons it teaches!
QQing on forums is a far worse crutch.
So we should keep AOE caps so players can zerg without effort and skill is essentially minimized in PvP? Except when they run into players that are doing the same thing and know what theyre doing - and get cleaned out. Until they bring more than double that, and drop frames to 5FPS? Sounds really interesting.
The thing is - I think youre not really off-target with how ZOS is approaching this issue. Their design is intentionally putting in handicaps that make it very casual friendly. Then you have players who arent casuals, playing in the same fashion balling up and will still clean these groups of casuals out. All in all, if nothing changes - ESO will remain a game where zergballing is the only real productive way to PvP/advance points in Cyro. If its all that remains, theres just plenty of people like myself that wont bother with mass PvP in ESO, especially when performance is horrid during it. If you players in guilds like GoS, decibel, VE, and haxus want to continue to fight for keeping AOE caps while every one of you makes use of balling and AOE caps in large groups, that is up to you. But thats the game youll get and keep. Thats the design that probably caused the largest exodus of skilled players in the game as well, along with largest exodus of PvP population. But keep taking shots at how Im fighting for my ego rather than improving Cyros mass PvP and, if nothing else, to actually make damage intake equal for all parties.
The reality is, there is better PvP that is more interesting than this. Its just that nobody is trying to make that a reality @ZOS at this time.
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...
Only what you stated didn't lead to the ultimate demise of that game.
Animist came out during SI, which is largely considered the best DAOC expansion released..and resulted in a rather large population bump... Banshee came out in Catacombs which was well after the population drop in DAOC....PBAEing was present from the beginning till the population drop...Only it wasn't what caused the population to drop in that game..
No that rests squarely on this game called World of Warcraft....Unless you think every other MMO released at that time had Animist/Banshees/Pbaeing..because they all experienced the same thing.