timidobserver wrote: »I would be happy with 20 taking full damage and with a buff to the partial damage.@Rune_Relic
I think most people would be happy with an AOE cap where the first 60 people took full damage.
timidobserver wrote: »I would be happy with 20 taking full damage and with a buff to the partial damage.@Rune_Relic
I think most people would be happy with an AOE cap where the first 60 people took full damage.
But then that's a buff to groups larger than 20 and further encourages stacking. There is really now way the can do AOE caps without buffing Zergs and stacking.
If this game had structured pvp, then caps wouldn't be a problem since teams would be even. But in a game when 6 can find themselves against 60, there should not be any mechanical advantage to the 60 besides have 10x the amount of players that the 6 have
Joy_Division wrote: »Also, what's up with the sudden anti-healing bias?
Joy_Division wrote: »Also, what's up with the sudden anti-healing bias?
I don't think it's bias against healers. It is a bias against the Blob groups.
It is simply a recognition that the Blob groups are able to run around healing (and purging), while being able to cast maneuvers to maintain immunity to cc. That is one of the main contributors to the success of such groups - much more so IMO than the AoE caps.
Joy_Division wrote: »Well, I wouldn't exactly call it objective analysis based on a full consideration of the facts.
So, just because blobs run around healing and purging means I got to get Rekt because I'm not in a blob? Once again, poorly thought out blanket measures that fail to address to actual problem. Get back to me when there are well-thought out proposals that take into consideration all players and all play styles or when the Beta for Camelot Unchained comes out.
This is ridiculous. Removing AoE caps won't kill me, but these blanket anti-healing measures will.
Joy_Division wrote: »Joy_Division wrote: »Also, what's up with the sudden anti-healing bias?
I don't think it's bias against healers. It is a bias against the Blob groups.
It is simply a recognition that the Blob groups are able to run around healing (and purging), while being able to cast maneuvers to maintain immunity to cc. That is one of the main contributors to the success of such groups - much more so IMO than the AoE caps.
Well, I wouldn't exactly call it objective analysis based on a full consideration of the facts.
So, just because blobs run around healing and purging means I got to get Rekt because I'm not in a blob? Once again, poorly thought out blanket measures that fail to address to actual problem. Get back to me when there are well-thought out proposals that take into consideration all players and all play styles or when the Beta for Camelot Unchained comes out.
This is ridiculous. Removing AoE caps won't kill me, but these blanket anti-healing measures will.
jim.chronous_ESO wrote: »What about removing AOE caps for damage based on proximity. For example Steel Tornado does damage to a radius of 12.5 meters. Everyone within 6 meters gets 100% damage while those further away get reduced damage. Same with healing, with Grand Heal the closer a player is to the center of the cast gets more healing then those at the exterior ring. This could be an interesting compromise having a type AOE caps and removing them completely.
Rune_Relic wrote: »Rune_Relic wrote: »Stop using 100 people as an example. You'll never have 100 enemies in an AOE area in this game. You'll never have more than 60 people, which is the current cap. You understand this, yes? Removal of AOE caps won't make you hit 'more people', because there will simply not be more than 60 people to hit at once, that will never happen. You understand if you hit 60 people right now, yes, where 6/24/30 people has to take calculated damage? For every AOE? Yes? With no AOE cap you'll hit all 60 people without any need for extra calculations? Yes?Rune_Relic wrote: »[
So you have 100 people all within the same healing circle (your targeted area) and you think 4 players are going to kill anyone with smart heals going off ?
Especially if your 4 strikes land over 4 ticks instead of 1 tick with the lag affecting different players latency in different ways.
I really cant believe anything anyone says if they think more players hit does not equal more server calculations and client updates to make.
Clearly they have never coded anything in their life.
Its really such a no brainer its not even worthy of discussion.
Probably why wrobel hasn't even merited the discussion with a response TBH.
[snip]
You'll never have more than 60 people.
Gross assumption on your part. [snip]
You haven't been in the campaigns I have and seen the people standing on keep flags.
And what happens if PVP gets really silly and does have 100 people all balling up like some games ?
What happens if ball groups keep getting more and more popular and bigger and bigger to WIN ?
There is absolutely NOTHING stopping ball groups being any size they want other than the Campaign POP CAP.
Removal of AoE caps wont make you hit more people.
Your 4 man group could only hit 24 people at one time.....now you can potentially hit 240 at once.
1.6 increased the potential calcs 10 fold.... and everyone paid the price when 1.6 dropped.
This needs reversing and the cap reduced until its suitable for the number of players on screen.
Answer the question instead of swerving it every single time.....WHY DID ZOS REPEATEDLY REDUCE CAMPAIGN SIZE AND TELL EVERYONE TO SPREAD OUT AFTER 1.6 DROPPED ?
I assume you know the answer but just refuse to accept it....aka denial.
With no AOE cap you'll hit all 60 people without any need for extra calculations?
You'll hit any one and everyone that's crammed in the AoE radius (how big they get is an assumption).
And how many are in the AoE radius is defined by the ball group size and not the label on the skill info (carpet bombing).
A 24 man coordinated group can carpet bomb a massive area and hit everyone in a keep in one tick
How much those selection circles overlap determine the damage multiplyer.
There is NO LIMIT on how many players can stand in this area ...except Population Caps (if you remove AoE caps).
[snip]
[snip]
Joy_Division wrote: »Joy_Division wrote: »Also, what's up with the sudden anti-healing bias?
I don't think it's bias against healers. It is a bias against the Blob groups.
It is simply a recognition that the Blob groups are able to run around healing (and purging), while being able to cast maneuvers to maintain immunity to cc. That is one of the main contributors to the success of such groups - much more so IMO than the AoE caps.
Well, I wouldn't exactly call it objective analysis based on a full consideration of the facts.
So, just because blobs run around healing and purging means I got to get Rekt because I'm not in a blob? Once again, poorly thought out blanket measures that fail to address to actual problem. Get back to me when there are well-thought out proposals that take into consideration all players and all play styles or when the Beta for Camelot Unchained comes out.
This is ridiculous. Removing AoE caps won't kill me, but these blanket anti-healing measures will.
@Derra had suggested to let maneuvers break on non HoT heals I think... wich would leave Vigor and Rally untouched with the exception of the Rally burstheal.
Joy_Division wrote: »Also, what's up with the sudden anti-healing bias? Do I have to remind people the very reason we have this band-aid Battle Spirit measure that has made siege pointless in the first place was because damage was too high. Now you are thinking about making healing break rapid maneuvers? That's going way too far. Are you nuts?
Joy_Division wrote: »Joy_Division wrote: »Joy_Division wrote: »Also, what's up with the sudden anti-healing bias?
I don't think it's bias against healers. It is a bias against the Blob groups.
It is simply a recognition that the Blob groups are able to run around healing (and purging), while being able to cast maneuvers to maintain immunity to cc. That is one of the main contributors to the success of such groups - much more so IMO than the AoE caps.
Well, I wouldn't exactly call it objective analysis based on a full consideration of the facts.
So, just because blobs run around healing and purging means I got to get Rekt because I'm not in a blob? Once again, poorly thought out blanket measures that fail to address to actual problem. Get back to me when there are well-thought out proposals that take into consideration all players and all play styles or when the Beta for Camelot Unchained comes out.
This is ridiculous. Removing AoE caps won't kill me, but these blanket anti-healing measures will.
@Derra had suggested to let maneuvers break on non HoT heals I think... wich would leave Vigor and Rally untouched with the exception of the Rally burstheal.
K, I'll get right on stacking these (good) stamina heals on my magicka characters who won't have any stam after getting hit with an oil pot. So these classes and archetypes who are not "healers" can somehow maintain their health while under rapid maneuvers, while the actual healer gets screwed. People are not considering the whole perspective, they are just overreacting to a meta they don't like and are throwing spaghetti at a wall desperately hoping something sticks and it will go away.
Maybe ZoS has it right all along to ignore the myopic and fickle feedback we send them.
Ok so let's sum things up for now:
1. A developer that wasn't existing at all on the forums for over a year (and is probably the most criticised dev after all) now opens a thread about AoE caps
2. Many well thought and good minded posts were made by players providing constructive feedback and ideas on topic
3. Mentioned developer takes about two weeks time before he replies again (which is ok if you ask me)
4. The developer dodges his very own topic entirely talking just the same nonsense we are used to hear from his stream appearances
5. The crowd is even angrier than before taking Wrobel's behaviour as a clear evidence that he is not reading/listening at all or just not able to understand the written lines
Well, if you ask me, I always thought my picture about @Wrobel couldn't get any worse but this thread proved me wrong. Sad enough... I had hope after the topic came up but reading the past 21 pages, including his very own response just leaves me here with a big huge: You've got to be kidding me, right?
Well on topic @Wrobel would you mind explaining what people should do against being outnumbered in places where there is no siege available? Like the whole "pvp" DLC you´ve just released three months ago?
Still waiting for a reply of @FENGRUSH but i guess the noble orc just commited seppuku when he read the whipped nonsense the lead combat designer had to add to this topic (aoe caps won´t go but i´ll nerf your steeltornado - eat that greenskin).
jim.chronous_ESO wrote: »What about removing AOE caps for damage based on proximity. For example Steel Tornado does damage to a radius of 12.5 meters. Everyone within 6 meters gets 100% damage while those further away get reduced damage. Same with healing, with Grand Heal the closer a player is to the center of the cast gets more healing then those at the exterior ring. This could be an interesting compromise having a type AOE caps and removing them completely.
Joy_Division wrote: »Joy_Division wrote: »Joy_Division wrote: »Also, what's up with the sudden anti-healing bias?
I don't think it's bias against healers. It is a bias against the Blob groups.
It is simply a recognition that the Blob groups are able to run around healing (and purging), while being able to cast maneuvers to maintain immunity to cc. That is one of the main contributors to the success of such groups - much more so IMO than the AoE caps.
Well, I wouldn't exactly call it objective analysis based on a full consideration of the facts.
So, just because blobs run around healing and purging means I got to get Rekt because I'm not in a blob? Once again, poorly thought out blanket measures that fail to address to actual problem. Get back to me when there are well-thought out proposals that take into consideration all players and all play styles or when the Beta for Camelot Unchained comes out.
This is ridiculous. Removing AoE caps won't kill me, but these blanket anti-healing measures will.
@Derra had suggested to let maneuvers break on non HoT heals I think... wich would leave Vigor and Rally untouched with the exception of the Rally burstheal.
K, I'll get right on stacking these (good) stamina heals on my magicka characters who won't have any stam after getting hit with an oil pot. So these classes and archetypes who are not "healers" can somehow maintain their health while under rapid maneuvers, while the actual healer gets screwed. People are not considering the whole perspective, they are just overreacting to a meta they don't like and are throwing spaghetti at a wall desperately hoping something sticks and it will go away.
Maybe ZoS has it right all along to ignore the myopic and fickle feedback we send them.
Well on topic @Wrobel would you mind explaining what people should do against being outnumbered in places where there is no siege available? Like the whole "pvp" DLC you´ve just released three months ago?
Still waiting for a reply of @FENGRUSH but i guess the noble orc just commited seppuku when he read the whipped nonsense the lead combat designer had to add to this topic (aoe caps won´t go but i´ll nerf your steeltornado - eat that greenskin).
I agree. But you know what the weird thing is? I was one of the scrubs who got farmed by ground oils and permabats DK, and back then the game was still much more enjoyable for me than it is now. I really enjoyed PVP'ing. Now I don't remember the last time I really had fun in PVP.Its my strong opinion that AOE caps are largely in place for the casual player base to do ball group mentality and have a place in the world. If you remember at release, people were slaughtered in mass by players that understood the ult gen system and ripped through fields of inexperienced players that didnt know what was going on.
AOE caps werent the problem here, it was a broken ult gen system. And yet ZOS is trying to avoid that issue by keeping AOE caps in place.
Well on topic @Wrobel would you mind explaining what people should do against being outnumbered in places where there is no siege available? Like the whole "pvp" DLC you´ve just released three months ago?
Still waiting for a reply of @FENGRUSH but i guess the noble orc just commited seppuku when he read the whipped nonsense the lead combat designer had to add to this topic (aoe caps won´t go but i´ll nerf your steeltornado - eat that greenskin).
This is me being as constructive as possible, and unfortunately, @ZOS will be insulted by this paragraph and as a result they will not acknowledge my point of view and likely deny this as being the reason and just isolate themselves into silence and ultimately continue to fail over the same problems.
Nobody is here posting all of this over and over just to insult though. Its not even meant to be insulting.
Personally I think vast majority of so called casuals dont even know AoE caps exist. Sticking to other ppl for more safety is just natural reflex, I dont think it has much to do with AoE caps. And if they were removed, these ppl wouldnt change the way they play.
Organized raids of course, thats something completely different. Those are taking advantage of caps on purpose, no doubt about that.
There is a reason caps are in place, and ZOS doesnt want to communicate it. The reason they dont want to communicate it is because the reason is not something they want shared. Its my strong opinion that AOE caps are largely in place for the casual player base to do ball group mentality and have a place in the world..
Personally I think vast majority of so called casuals dont even know AoE caps exist. Sticking to other ppl for more safety is just natural reflex, I dont think it has much to do with AoE caps. And if they were removed, these ppl wouldnt change the way they play.
Organized raids of course, thats something completely different. Those are taking advantage of caps on purpose, no doubt about that.
I agree - I dont think many casual players know that AOE caps exist. But they join a group and thats how the group is run and they do what they know/told to do in the group. They wouldnt change their playstyle at first, they would complain - and then change their style, or conform to something new that develops.
Either way it will be better.
Someone who PvPs a lot will have to say whether this would make sense or not, but how about considering this the other way around? Currently, the more enemies there, the less damage is effectively done. Why not increase the damage done based on the number of players hit? So 25% to the first 6, 50% to the next 24, and 100% to the last 30. That way, the AoE abilities are good against large groups, but single-target spells remain useful in 1-on-1 situations. Zergs spamming the AoEs wouldn't be very effective, as they will be up against a smaller number, and healers wouldn't be able to heal the zerg as effectively because more people will have taken more damage.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).
@wrobel
Magicka det is essential for some builds, Single target damage is fine, it's the multiplier and AOE range that needed increasing. The single target damage is fine, especially considering that you either need to be close range with a 8 second det time or have a 1.8 second cast time.
Joy_Division wrote: »Also, what's up with the sudden anti-healing bias? Do I have to remind people the very reason we have this band-aid Battle Spirit measure that has made siege pointless in the first place was because damage was too high. Now you are thinking about making healing break rapid maneuvers? That's going way too far. Are you nuts?
Healing was never weak compared to dmg. The problem in 1.6 was not healing being weak but the HP pools compared to dmg numbers were too small making healing obsolete in some instances.Joy_Division wrote: »Joy_Division wrote: »Joy_Division wrote: »Also, what's up with the sudden anti-healing bias?
I don't think it's bias against healers. It is a bias against the Blob groups.
It is simply a recognition that the Blob groups are able to run around healing (and purging), while being able to cast maneuvers to maintain immunity to cc. That is one of the main contributors to the success of such groups - much more so IMO than the AoE caps.
Well, I wouldn't exactly call it objective analysis based on a full consideration of the facts.
So, just because blobs run around healing and purging means I got to get Rekt because I'm not in a blob? Once again, poorly thought out blanket measures that fail to address to actual problem. Get back to me when there are well-thought out proposals that take into consideration all players and all play styles or when the Beta for Camelot Unchained comes out.
This is ridiculous. Removing AoE caps won't kill me, but these blanket anti-healing measures will.
@Derra had suggested to let maneuvers break on non HoT heals I think... wich would leave Vigor and Rally untouched with the exception of the Rally burstheal.
K, I'll get right on stacking these (good) stamina heals on my magicka characters who won't have any stam after getting hit with an oil pot. So these classes and archetypes who are not "healers" can somehow maintain their health while under rapid maneuvers, while the actual healer gets screwed. People are not considering the whole perspective, they are just overreacting to a meta they don't like and are throwing spaghetti at a wall desperately hoping something sticks and it will go away.
Maybe ZoS has it right all along to ignore the myopic and fickle feedback we send them.
Actually my proposal was that every heal initiated breaks rapid (especially vigor). Already running hots should not break maneuver.
Imho maneuver and purge are the biggest "enablers" for blob groups. Rapid being worse than purge from my pov (movement is still key for staying alive - maneuverability being the key thing where smaller numbers should have an advantage over big grps but haven´t due to rapid).
But I also think every alliance war skill should have a self and a grp morph - so who am i to ask.