If they make AP and Alliance Skill accounts wide they should do the same thing for the Undaunted skill line become account wide.Am tired of having to run Dungeons over and over again on my Alts to become better in PVP.I agree completely with @Ffastyl here. Removing AoE Caps is a good thing, in most cases, but @Wrobel and team are going to need to be careful to make sure the meta doesn't remain balling up. Removal of AoE Caps by itself doesn't change the fact that more people will generally beat smaller groups, especially when they move as a cohesive unit. Not that that's a bad thing - this is an Alliance WAR, folks, not an Alliance skirmish or Alliance duel. Two people should not, barring some sort of crazy ineptitude by the opposing force, be able to realistically fend off 15-20 people. It's war - you wouldn't send 5 people to do a job that required 30. That'd be suicide. But that fact by itself is all the more reason for ZOS to give the solo/small-group PvP players what they desperately want (structured, smaller-scale PvP arenas and/or battlegrounds, as well as sparring/duels), and let players choose whether they want to play large group PvP or more solo-friendly content.
On a less-related note, I completely, 100,000,000% agree with @Crown. Make alliance rank Account-wide. And while you're at it, make achievement points account-wide. Remove any barrier that discourages people from rolling alts. Playing every class helps people to understand the game more, but you're punishing people for doing so by effectively negating all of the work done on their other characters - and the 24-man teams of players who only play on their main characters with high alliance ranks make more casual or alt-friendly players pay for it.
Mr. @Wrobel I would love to hear your justification for AOE caps. What are your thoughts behind implementing them in the first place? What is it that they do which is favorable to you?
From my understanding of calculations, the number of computations that must be made with caps is far more than the computations that would be done without caps. Correct me if you possess some knowledge that counters this but the greatest issue we face during serious Cyrodiil performance degradation is server response time. Wouldn't removing thousands of calculations that would need to be handled by the server have a positive impact on response time?
I strongly feel that this topic is one that you should listen to your community on as it is something we all feel strongly about. If they are removed and things become worse there is no reason why they could not be put in place again. I think you will find your community is right on this one, and it isn't the time to make a stand for what you may feel is the correct action.
If they make AP and Alliance Skill accounts wide they should do the same thing for the Undaunted skill line become account wide.Am tired of having to run Dungeons over and over again on my Alts to become better in PVP.
usmcjdking wrote: »Mr. @Wrobel I would love to hear your justification for AOE caps. What are your thoughts behind implementing them in the first place? What is it that they do which is favorable to you?
From my understanding of calculations, the number of computations that must be made with caps is far more than the computations that would be done without caps. Correct me if you possess some knowledge that counters this but the greatest issue we face during serious Cyrodiil performance degradation is server response time. Wouldn't removing thousands of calculations that would need to be handled by the server have a positive impact on response time?
I strongly feel that this topic is one that you should listen to your community on as it is something we all feel strongly about. If they are removed and things become worse there is no reason why they could not be put in place again. I think you will find your community is right on this one, and it isn't the time to make a stand for what you may feel is the correct action.
Unless they are running a legitimate potato, it is hugely unlikely that the server itself is an issue. Servers are not home computers (most of the time) - they have immense processing power. More often than not, the only time you can truly test the capabilities of a server is with folding projects.
Bandwidth limitations and ISP QOS are the more likely culprits.
You mean apart from the fact I joined Azura for the first time and took 3 ice comets in a 1v6?For feedback this week, we’d love to hear about situations in which you feel like you are having problems against large groups of players. Include the number of players you’re fighting against, abilities you believe they are using, and abilities you feel need tweaks to make them more effective against larger numbers.
Remember that a group of 5 players is not going to be able to kill a group of 20 players in most situations. It is possible if you catch the group completely off guard or funnel them into a tight space, but in a straight up 5 on 20, the larger numbers are going to win most times.
I have to question if anyone on Zos team understands how or why aoe abilities are used?
I'll use an example; you are worried that if you remove aoe caps aoes will be the only thing that is used.
However you have a perfect in an example of daoc where that is not the case. People used aoes when they were supposed to be used.... When you had multiple targets. If people are spread out it makes more sense to use single target higher damage abilities then it is to spam aoe abilities. Like when I use to run into dks who'd spam nothing but elemental ring back in the day. This worked great if there multiple enemies.. However in a one vs one I usually stomped the crap out of these dks with little effort.
In short removing aoe caps will do one thing; force people to spread out this causing more single target abilities to be used.
Also that 5 man group in your op already has the distinct disadvantage of fighting 15 more people then them. Why add a passive damage reduction for the 20 man? Is the 15 person advantage alone not enough?
I have to question if anyone on Zos team understands how or why aoe abilities are used?
I'll use an example; you are worried that if you remove aoe caps aoes will be the only thing that is used.
However you have a perfect in an example of daoc where that is not the case. People used aoes when they were supposed to be used.... When you had multiple targets. If people are spread out it makes more sense to use single target higher damage abilities then it is to spam aoe abilities. Like when I use to run into dks who'd spam nothing but elemental ring back in the day. This worked great if there multiple enemies.. However in a one vs one I usually stomped the crap out of these dks with little effort.
In short removing aoe caps will do one thing; force people to spread out this causing more single target abilities to be used.
Also that 5 man group in your op already has the distinct disadvantage of fighting 15 more people then them. Why add a passive damage reduction for the 20 man? Is the 15 person advantage alone not enough?
The problem is AoE does to much damage... look at prox det its been worked into so many single target builds its just stupid.
DK Scrub Out
We want AoE abilities to be useful in PvP. That being said, we don’t want them to be the end all be all - single target abilities should also be useful. The intention of the caps and falloff is that AoE damage will be able to outpace healing in large group battles, but not dominate it. Healing abilities currently cap at 6 targets, where damage can hit up to 60 targets (100% to the first 6, 50% to the next 24, and 25% to the last 30).
usmcjdking wrote: »Spin2Win, ProxDet and Vampbat trains would completely obliterate any unorganized defense
usmcjdking wrote: »Smart healing is required because there is no legitimate targeting system in the game for allied players. Making it a projectile so you had to 'hit" your intended target can be done as long as it has no AOE cap so people don't get in the way of your intended target.
usmcjdking wrote: »Spin2Win, ProxDet and Vampbat trains would completely obliterate any unorganized defense
I'm not sure you realize how soft caps give the train the advantage - while not really helping out the unorganized defense at all.
The unorganized defense is usually, somewhat spread out.
They very rarely will have more than 6 people hit by the same AOE as it stands.
Tbh i think the aoe cap is fine its the damage thats the issue, ppl dont use them because you can be more effective with single target spells - we only have 10 slots so why take a low damage aoe.
(Make path of shadows an aura)