Thanks for the update on these.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.
Also good to hear.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.
Great, would love to see more fire-breathing DKs. No sarcasm, I really like watching them do it.• Cone abilities are much harder to hit with than a standard circle, but aren't more effective
Careful with this. Blackwater Blade doesn't need another nail-bomb in the coffin (by which I mean easy access to detonation).• XP to advance Assault and Support skill lines is very high
tinythinker wrote: »Thanks for the update on these.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.Also good to hear.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.
And for those saying Wrobel isn't commenting on or "getting" the feedback on AoE caps, did you *not* see the two comments he called out? Both of which talked about AoE caps but also why just voting for "removing" or "keeping" them isn't enough. It seems like people are upset because Wrobel hasn't announced yet which way he and his team are going, i.e., they haven't committed to the change those hurling insults want to happen. But ZOS isn't going to make a huge change overnight, so relax. Take a deep breath. Have a cookie
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.
tinythinker wrote: »Thanks for the update on these.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.Also good to hear.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.
And for those saying Wrobel isn't commenting on or "getting" the feedback on AoE caps, did you *not* see the two comments he called out? Both of which talked about AoE caps but also why just voting for "removing" or "keeping" them isn't enough. It seems like people are upset because Wrobel hasn't announced yet which way he and his team are going, i.e., they haven't committed to the change those hurling insults want to happen. But ZOS isn't going to make a huge change overnight, so relax. Take a deep breath. Have a cookie
tinythinker wrote: »Thanks for the update on these.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.Also good to hear.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.
And for those saying Wrobel isn't commenting on or "getting" the feedback on AoE caps, did you *not* see the two comments he called out? Both of which talked about AoE caps but also why just voting for "removing" or "keeping" them isn't enough. It seems like people are upset because Wrobel hasn't announced yet which way he and his team are going, i.e., they haven't committed to the change those hurling insults want to happen. But ZOS isn't going to make a huge change overnight, so relax. Take a deep breath. Have a cookie
His explanation for the AoE caps confirms that he doesn't know the current state of Cyrodil. He thinks removing them will make people ball up and spam AoEs, yet that is EXACTLY what is happening right now. So yes, he doesn't get it.
The other changes he listed are good, but those changes are not AoE caps, which is the sole purpose of this thread last time I checked. If were gonna list off bugs to fix, why not go with these:
- Emp Siege Buff is Broken
- Bow Attacks go through Wings
- Unbreakable CCs(Fear, Reverberating Bash, etc.)
- Radiant Destruction is Dodgeable
- Jabs doesn't get 140% damage bonus against Shields
Etc.
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 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.
When you nerf Steeltornado, then Stamina Classes will be nerfed hard in PvE and not be viable anymore because now Stamina usually had less Single Target DPS but could be good because we had a bit more AOE dmg, with that nerf bb more AoE dmg. How do you plan to "bolster" that nerf for PvE?
Jessica Folsom wrote:It's a very grey area.
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.
[snip]tinythinker wrote: »And for those saying Wrobel isn't commenting on or "getting" the feedback on AoE caps, did you *not* see the two comments he called out? Both of which talked about AoE caps but also why just voting for "removing" or "keeping" them isn't enough. It seems like people are upset because Wrobel hasn't announced yet which way he and his team are going, i.e., they haven't committed to the change those hurling insults want to happen. But ZOS isn't going to make a huge change overnight, so relax. Take a deep breath. Have a cookie
PainfulFAFA wrote: »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.
Post #61 is good and i agree with everything he says
Post #93's argument is that removing AoE Caps reduces the TTK another group. In other words, that entire fight might last 2 seconds and the winner will be whoever gets their bombs off first. Thats what the meta as been for many of these ogranized groups since 1.6
However, why arent these groups using abilities that offer mitigation?
Barriers,Novas,Veils, Magma Armor, Bone Shield, Circle of Protection, and Negates are all ways to reduce damage
This is were fights become tactical and player positioning becomes important.
Dropping MITs in the middle of the fight would require these groups to strategically place these MITs and to stay inside the range of these MITs to reduce all incoming damage as much as possible to survive the bomb.
Consider 2 full raids about to clash.
Raid A bombs Raid B with Meteors, DawnBreakers, DragonLeaps, Tethers, Standards.
Raid B drops Novas, Veils, Magma Armors, Negates, and Barriers
Raid B has a chance to surive if they synergize well with their groups Magma Armors, Bone Shields, on top of the Nova,Veils, and Barriers.
One way Raid A can counter the ground MITs is with a well placed Negate.
But Raid B can still survive these because of the initial mitigation on top of the shields that Barriers,Magma Armor, and Bone Shield offers.
What I'm trying to say is that if the argument for not removing the AoE Caps is because of the
TTK, consider re-looking at abilities that offer mitigation (including ones that grant shields).
This is where player positioning and coordinated mitigation through player Abilities and Ultimates become important in order to avoid the massive damage bomb that the removal of AoE caps would bring.
[/b]
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.
Here are some additional issues we’re considering based on your feedback from this thread:
• Multiple gap closers used on the same target means they can’t move
• Cammo hunter stealth attacks can double proc, killing targets very quickly