Will laugh my ass off when you guys will finally understand they will probably never decap aoe even for test...
Maybe he meant that he is sorry that Eric is so late to the party...Did you really just say sorry your late to the party to Mr.Wrobel? Do you even see the irony in that?Sorry so late to the party Eric.
My long winded feedback to your post.
http://forums.elderscrollsonline.com/en/discussion/233820/20151201-darlgon-telvanni-on-aoe-caps-and-siege?new=1
DK SCRUB OUT
That generalisation is a bit unfair considering the amount of times Brian Wheeler responds to PvP posts, even if it's just to repeat something he's said elsewhere.Wrobel a response is actually needed for a discussion to occur. It can't only be one sided and like usual ZOS just walks away. We already know you guys don't care about PvP.
Maybe he meant that he is sorry that Eric is so late to the party...Did you really just say sorry your late to the party to Mr.Wrobel? Do you even see the irony in that?Sorry so late to the party Eric.
My long winded feedback to your post.
http://forums.elderscrollsonline.com/en/discussion/233820/20151201-darlgon-telvanni-on-aoe-caps-and-siege?new=1
DK SCRUB OUTThat generalisation is a bit unfair considering the amount of times Brian Wheeler responds to PvP posts, even if it's just to repeat something he's said elsewhere.Wrobel a response is actually needed for a discussion to occur. It can't only be one sided and like usual ZOS just walks away. We already know you guys don't care about PvP.
DisgracefulMind wrote: »@Wrobel I think it's time you listened to your playerbase on this one. Why don't you remove AoE caps on PTS, and let us go and test it? We will, loads of us will. So where is the harm in that? It's time to swallow your pride and realize that your ideas are NOT working. The state of the PvP in this game is inexcusable, and it is glaringly obvious that what you have implemented now is not working and never will.
There is nothing more for me to say on this topic, because @FENGRUSH and others have already completely covered it.
Listen to your players. For once. This game's PvP is dying. Please start CARING about that.
I think the 30 page thread on siege changes might be the response.
Thanks for spending so much time and effort writing up detailed posts on this topic. PvP players are very passionate and seeing passionate fans enjoy the game is the reason we get up in the morning.
We want PvP fights to be tactical, involving player positioning as a key element of engagements. We don’t want 2 huge masses of players mindlessly bumping into each other while spamming 1 ability. Part of the issue currently is that damaging PBAoE abilities are very powerful, and there are not a lot of effective options to combat this strategy from range. The two avenues of attack we are perusing are buffing siege weapons and investigating making ranged abilities more effective at damaging large groups of players.
Wheeler is making significant adjustments to siege weapons. You can view and comment on these new changes here. As siege already hits an unlimited number of targets and has an effective cooldown, it’s the perfect tool to get players to spread out.
On the ability side we’ve got a number of changes planned. PBAoE abilities such as Steel Tornado and purge are much too powerful and cause players to want to stack together to make sure they can all hit the same targets and be purged by the same ally. We’ll be reducing the radius of Steel Tornado so it’s not so much more effective at dealing AoE damage relative to the other abilities in the game. Also, we are reducing the initial damage of Magicka Detonation so it’s less effective vs a single target. To compensate, both the bonus damage per target and the max size of this bonus is increasing. In addition to this we’re looking into making other ranged class abilities deal effective AoE damage.
These modifications are substantial, and we don’t want to stack too many changes at once. We need to be able to measure the impact and performance changes. We’re going to continue working on performance in Cyrodiil - Fixing the lag is something everyone wants to fix.
Here are some additional issues we’re considering based on your feedback from this thread:
• Cone abilities are much harder to hit with than a standard circle, but aren't more effective
• Multiple gap closers used on the same target means they can’t move
• Cammo hunter stealth attacks can double proc, killing targets very quickly
• Force pulse counts as 3 reflects against Reflective Scales
• Retreating Maneuver buff sticks on healers while they are casting
• XP to advance Assault and Support skill lines is very high
Please continue to keep the posts constructive. Productive discussions are best for the players and the devs Top posts on both sides of this debate: Zheg #93 and Sublime #60.
Thanks for spending so much time and effort writing up detailed posts on this topic. PvP players are very passionate and seeing passionate fans enjoy the game is the reason we get up in the morning.
We want PvP fights to be tactical, involving player positioning as a key element of engagements. We don’t want 2 huge masses of players mindlessly bumping into each other while spamming 1 ability. Part of the issue currently is that damaging PBAoE abilities are very powerful, and there are not a lot of effective options to combat this strategy from range. The two avenues of attack we are perusing are buffing siege weapons and investigating making ranged abilities more effective at damaging large groups of players.
Wheeler is making significant adjustments to siege weapons. You can view and comment on these new changes here. As siege already hits an unlimited number of targets and has an effective cooldown, it’s the perfect tool to get players to spread out.
On the ability side we’ve got a number of changes planned. PBAoE abilities such as Steel Tornado and purge are much too powerful and cause players to want to stack together to make sure they can all hit the same targets and be purged by the same ally. We’ll be reducing the radius of Steel Tornado so it’s not so much more effective at dealing AoE damage relative to the other abilities in the game. Also, we are reducing the initial damage of Magicka Detonation so it’s less effective vs a single target. To compensate, both the bonus damage per target and the max size of this bonus is increasing. In addition to this we’re looking into making other ranged class abilities deal effective AoE damage.
These modifications are substantial, and we don’t want to stack too many changes at once. We need to be able to measure the impact and performance changes. We’re going to continue working on performance in Cyrodiil - Fixing the lag is something everyone wants to fix.
Here are some additional issues we’re considering based on your feedback from this thread:
• Cone abilities are much harder to hit with than a standard circle, but aren't more effective
• Multiple gap closers used on the same target means they can’t move
• Cammo hunter stealth attacks can double proc, killing targets very quickly
• Force pulse counts as 3 reflects against Reflective Scales
• Retreating Maneuver buff sticks on healers while they are casting
• XP to advance Assault and Support skill lines is very high
Please continue to keep the posts constructive. Productive discussions are best for the players and the devs Top posts on both sides of this debate: Zheg #93 and Sublime #60.
Thanks but you didn't mention anything regarding removal of aoe caps.. which ironically was the reason you created this thread. I hope i am wrong but this gave me the impression that you are not removing them
Wow, just wow. A big whoosh, this all went right over his head. Can we please get someone who actually plays PvP, and know's the current situation?
Wow, just wow. A big whoosh, this all went right over his head. Can we please get someone who actually plays PvP, and know's the current situation?
Its not even comical at this point, its pathetic. Another 3 weeks maybe he will get what we are talking about. The big anticipation of a Wrobel response in the LONG awaiting AOE cap discussion turns out to be completely over his head indeed.