How should that solve the problem? The only thing you would get from it is being able to run away from a zerg. Nothing else.
And no, removal of aoe caps will not make it possible for a single player to kill a zerg. It will just take away one incencitive to turtle up on the crown. Aoe caps and the mitigation big groups gain from it are completely stupid and there is not a single legit reason for having this perk.
And yes, punishment for grouping up would be as stupid as aoe caps are.
How should that solve the problem? The only thing you would get from it is being able to run away from a zerg. Nothing else.
And no, removal of aoe caps will not make it possible for a single player to kill a zerg. It will just take away one incencitive to turtle up on the crown. Aoe caps and the mitigation big groups gain from it are completely stupid and there is not a single legit reason for having this perk.
And yes, punishment for grouping up would be as stupid as aoe caps are.
well the "panic movement speed increase" would solve the problem of not being able to escape. That is it.
What else do you want to solve/change? It is a large scale conflict, so there should be no other possility to kill a zerg, than bringing together a larger and/or more skilled / more co-ordinated group that would be able to kill the zerg.
It is a huge civil war going on, so there are huge groups fighting each other, that should stay as it is in my opinion.
How should that solve the problem? The only thing you would get from it is being able to run away from a zerg. Nothing else.
And no, removal of aoe caps will not make it possible for a single player to kill a zerg. It will just take away one incencitive to turtle up on the crown. Aoe caps and the mitigation big groups gain from it are completely stupid and there is not a single legit reason for having this perk.
And yes, punishment for grouping up would be as stupid as aoe caps are.
well the "panic movement speed increase" would solve the problem of not being able to escape. That is it.
What else do you want to solve/change? It is a large scale conflict, so there should be no other possility to kill a zerg, than bringing together a larger and/or more skilled / more co-ordinated group that would be able to kill the zerg.
It is a huge civil war going on, so there are huge groups fighting each other, that should stay as it is in my opinion.
Large scale would be fine if it wasn't for the stacking up like crazy because of the aoe caps. Can you explain to me why it is reasonable to have aoe caps with huge mitigationvalues in place?
And the problem we have with large scale is that the servers can't handle it. That's all. This game was advertised as large scale but can not handle it. So let's not promote the ridiculous +48 man raids even more. Plainly stupid.
You want to depack multi warband stacks ?
Just make packing mechanically less interesting:
- decrease aoe damage compared to mono target
- suppress aoe exec (steel tornadoe) and reduce it's radius down to the pulsar radius (6m):
-all huge groups are now stacking stell tornadoes and lagging as hell.
- increase zone cc efficiency so that packing will be very dangerous for very huge groups (multi warbands): progressive zone negates according to numbers, large zone mezz/snare, large zone immobilize, ect... anything that enables you to cut into multi warbands chunck by chunck while the other bunch is slowed down. By the way, some of these do exists and are used efficiently against large groups (see banana squad vids).
Lag is a pb, large groups are not.
One of the major lag factors being aoe spam stacking atm.
The priority should be to decrease aoe spam stacking therefore to limit lag stacking... not to limit ava population in fights.
This is a mass battle game.
How should that solve the problem? The only thing you would get from it is being able to run away from a zerg. Nothing else.
And no, removal of aoe caps will not make it possible for a single player to kill a zerg. It will just take away one incencitive to turtle up on the crown. Aoe caps and the mitigation big groups gain from it are completely stupid and there is not a single legit reason for having this perk.
And yes, punishment for grouping up would be as stupid as aoe caps are.
well the "panic movement speed increase" would solve the problem of not being able to escape. That is it.
What else do you want to solve/change? It is a large scale conflict, so there should be no other possility to kill a zerg, than bringing together a larger and/or more skilled / more co-ordinated group that would be able to kill the zerg.
It is a huge civil war going on, so there are huge groups fighting each other, that should stay as it is in my opinion.
Large scale would be fine if it wasn't for the stacking up like crazy because of the aoe caps. Can you explain to me why it is reasonable to have aoe caps with huge mitigationvalues in place?
And the problem we have with large scale is that the servers can't handle it. That's all. This game was advertised as large scale but can not handle it. So let's not promote the ridiculous +48 man raids even more. Plainly stupid.
you probably did not get what I said, or maybe I did not express me clearly enough, or maybe I misunderstood what is meant with "AoE cap".
So first do I understand it right, that with "AoE cap" you mean "implementation of limitation of a skill (a spell for example) - for example how high can be the damage it does?"
If I am correct with the meaning, then:
I do not agree, that AoE should be limited. Not at all.I would be even for that, that for a group, the AoEs of each player could be even combined to create new effects.
Well, if there is a server problem, we should address that and not address the zerging as itself as a problem.
How should that solve the problem? The only thing you would get from it is being able to run away from a zerg. Nothing else.
And no, removal of aoe caps will not make it possible for a single player to kill a zerg. It will just take away one incencitive to turtle up on the crown. Aoe caps and the mitigation big groups gain from it are completely stupid and there is not a single legit reason for having this perk.
And yes, punishment for grouping up would be as stupid as aoe caps are.
well the "panic movement speed increase" would solve the problem of not being able to escape. That is it.
What else do you want to solve/change? It is a large scale conflict, so there should be no other possility to kill a zerg, than bringing together a larger and/or more skilled / more co-ordinated group that would be able to kill the zerg.
It is a huge civil war going on, so there are huge groups fighting each other, that should stay as it is in my opinion.
Large scale would be fine if it wasn't for the stacking up like crazy because of the aoe caps. Can you explain to me why it is reasonable to have aoe caps with huge mitigationvalues in place?
And the problem we have with large scale is that the servers can't handle it. That's all. This game was advertised as large scale but can not handle it. So let's not promote the ridiculous +48 man raids even more. Plainly stupid.
you probably did not get what I said, or maybe I did not express me clearly enough, or maybe I misunderstood what is meant with "AoE cap".
So first do I understand it right, that with "AoE cap" you mean "implementation of limitation of a skill (a spell for example) - for example how high can be the damage it does?"
If I am correct with the meaning, then:
I do not agree, that AoE should be limited. Not at all.I would be even for that, that for a group, the AoEs of each player could be even combined to create new effects.
Well, if there is a server problem, we should address that and not address the zerging as itself as a problem.
Aoe cap means that an aoe skill is going to hit the nearest 6 targets for it's full power and then the damage of the skill for the next x targets will be decreased by x %. There is no reason for this mitigation (which is btw huge). A stupid idea which has been damned by the majority of the players but ZoS does not care.
Here is the thing. Aoe caps are causing huge calculations for the servers, which then causes lag. If you have 40 players sitting on each other spamming aoe abilities, the servers have to calculate all the positions of enemies etc. And at some point, the server can not handle it anymore. That's why the zergs are a big part of the problem.
How should that solve the problem? The only thing you would get from it is being able to run away from a zerg. Nothing else.
And no, removal of aoe caps will not make it possible for a single player to kill a zerg. It will just take away one incencitive to turtle up on the crown. Aoe caps and the mitigation big groups gain from it are completely stupid and there is not a single legit reason for having this perk.
And yes, punishment for grouping up would be as stupid as aoe caps are.
well the "panic movement speed increase" would solve the problem of not being able to escape. That is it.
What else do you want to solve/change? It is a large scale conflict, so there should be no other possility to kill a zerg, than bringing together a larger and/or more skilled / more co-ordinated group that would be able to kill the zerg.
It is a huge civil war going on, so there are huge groups fighting each other, that should stay as it is in my opinion.
Large scale would be fine if it wasn't for the stacking up like crazy because of the aoe caps. Can you explain to me why it is reasonable to have aoe caps with huge mitigationvalues in place?
And the problem we have with large scale is that the servers can't handle it. That's all. This game was advertised as large scale but can not handle it. So let's not promote the ridiculous +48 man raids even more. Plainly stupid.
you probably did not get what I said, or maybe I did not express me clearly enough, or maybe I misunderstood what is meant with "AoE cap".
So first do I understand it right, that with "AoE cap" you mean "implementation of limitation of a skill (a spell for example) - for example how high can be the damage it does?"
If I am correct with the meaning, then:
I do not agree, that AoE should be limited. Not at all.I would be even for that, that for a group, the AoEs of each player could be even combined to create new effects.
Well, if there is a server problem, we should address that and not address the zerging as itself as a problem.
Aoe cap means that an aoe skill is going to hit the nearest 6 targets for it's full power and then the damage of the skill for the next x targets will be decreased by x %. There is no reason for this mitigation (which is btw huge). A stupid idea which has been damned by the majority of the players but ZoS does not care.
Here is the thing. Aoe caps are causing huge calculations for the servers, which then causes lag. If you have 40 players sitting on each other spamming aoe abilities, the servers have to calculate all the positions of enemies etc. And at some point, the server can not handle it anymore. That's why the zergs are a big part of the problem.
aha, ok, I understand now fully what is meant by that, thanks for the explanation.
well, yes, I agree with you that it is non-sense (for the fight system in itself and from the logical point of view too) . And for the server load too.
What was the reason why ZOS implemented the AoE cap? I can not see any point in that.
Some of you probably forgot that aoe cap has been implemented - after - release, at a time when full warbands (and sometimes multiple warbands from some well known guilds) where stacking 12m radius non damage caped pulsars and zone heal + non damage caped batswarm within 10 sq meters stack, lagging as hell all the way.
aoe decap would be an incentive to pack more... that means more warbands stacking at the same place to outdamage ennemy warbands... which means more lag.
As far as I understand this issue, there are two problems with encountering a Zerg (a huge group of enemy players in PVP):
- no way to escape
- AOE
- MY PROPOSED SOLUTION: I am thinking how to solve that....maybe there can be a buff for the player, when running away in the direction of a zerg, there can be a movement speed increase, that would increase the escape possibility. Something like "panic movement speed increase". It can be even 50 % speed increase, an adrenaline rush, for a short period of time, just to enable the player to escape. I think that could solve the first problem.
Of course it has to include that, that it could not be misused (for attack and run away, attack and run away multiple times) - this could be done by implementing a rule into the "panic movement speed increase", that the increase rate would rapidly decrease with every next use on the same group within a certain time frame.
- And the AOE cap, or some possility for one player to kill the whole zerg swarm, I totally dont like that idea. if nothing than even from a logical reason, that would not be good, it is just not possible for one person to kill such a large group.
And implementing some penalties for large groups agains one player depending on the size of the group (as some people proposed here), that would also not be ok in my opinion. The advantage of a bigger group should stay as it is.
When two opponent groups meet, the only deciding factor for who wins the fight should be their skills and co-ordination. There should be no other factor to decide.
americansteel wrote: »is L2P? learn to play?
however I hate hearing about zerging in ESO and I hate seeing complaints about this computer term zerging, on the forums. do people not realize there is 3 alliances vying for control with massive legions of men/mer trying to capture the ruby throne?
when I see big groups of players all I think is- this is the way this game is meant to be played.
when we see big groups we see people partaking in game lore the way it was meant to be played out!
I want to a lot of players I want to see a lot of siege weapons.
fight big groups with big groups.
Something like "panic movement speed increase". It can be even 50 % speed increase, an adrenaline rush, for a short period of time, just to enable the player to escape. I think that could solve the first problem.
Of course it has to include that, that it could not be misused (for attack and run away, attack and run away multiple times) - this could be done by implementing a rule into the "panic movement speed increase", that the increase rate would rapidly decrease with every next use on the same group within a certain time frame.
AmmonErebos wrote: »Something like "panic movement speed increase". It can be even 50 % speed increase, an adrenaline rush, for a short period of time, just to enable the player to escape. I think that could solve the first problem.
Of course it has to include that, that it could not be misused (for attack and run away, attack and run away multiple times) - this could be done by implementing a rule into the "panic movement speed increase", that the increase rate would rapidly decrease with every next use on the same group within a certain time frame.
This is called "retreating manoeuvres" a morph of rapid manoeuvres... allows u speed boost running away and reduces snares on you... and doesn't vanish when you are hit (only when you target something and attack them)..
so you are half suggesting content that the game already has?