Only because of the AoE mechanic. Remove it from PvP except for siege and things would improve greatly on all fronts including performance during massive battles.
Organized groups calling targets and focusing fire on called targets as well as tactical maneuvers will allow outnumbered groups to have a chance. Skill and tactics actually come into play versus mindless AoE spamming.
Guys... this may seem crazy, but there are some groups that already fight without deto/tornadoes. And curiously it also works. and targeting specific targets in assist is efficient. Astonishing...
There sure are. And guess what happens to your ability to assist when every character model is directly on top of the other character models, and soft targeting makes it impossible for one player to hit the same target consistently, let alone multiple players assisting?
How well does the 'targeting specific targets' work in that scenerio?
If you are playing with a group where single targeting is effective, then congrats - you've found non-blobbing enemies to play against - that's just exactly what the rest of us want and are trying to encourage
Only because of the AoE mechanic. Remove it from PvP except for siege and things would improve greatly on all fronts including performance during massive battles.
Organized groups calling targets and focusing fire on called targets as well as tactical maneuvers will allow outnumbered groups to have a chance. Skill and tactics actually come into play versus mindless AoE spamming.
Remove AoE and a looooot of people would quit the game. So, no thank you.
Took him 2 weeks to craft a response and that's his response?
So we gonna wait another 2-3 weeks for the next one and pray that we can get some coverage on the topic?
When are we ever gonna reach class balance i wonder.
remove caps plz. it may be a vague memory but many people were deceived coming to this game from DAOC. It was sold as taking influences from DAOC right up to IC and the ability to combat large numbers with fewer numbers.
im sure in fact there was a youtube video used from alpha/beta where 6 people killed like 50 or so? and it was a dev video demonstrating how good the game is.
"ZOS_JessicaFolsom wrote: »
To add a little explanation, all area-of-effect abilities in ESO--except a few edge cases (the ones we fixed)--have always had some sort of a cap. We simply fixed the handful that did not, and were supposed to. We haven't touched any of the others. We're editing the note to make it a bit more clear."
i remember this was a huge *** storm back in the day. they "forgot" some of the skills were meant to have caps throughout alpha and beta.
Remove AoE completely from the PvP game except for siege.
Please do not remove AoE caps as that will only make the game even more AoE centric then it already is. I do not want a return to DAOC style AoE Mezz/Bomb groups.
AoE mechanics already encourage ball groups to run around spamming the same buttons over and over. It encourages lazy skilless play that a monkey could do. Removing the caps will just make it worse as it will become the singular way to play.
If you died to those grps - you deserved what you got.
I still remember those days fondly where doing something not smart would have dire consequences. When fighting quality opponents on the other hand aoe dmg was almost entirely redundant back then.
LOL.... yea because it was so easy to avoid AoE Mezz/Bomb groups and you had to be so skilled to run in and spam AoEs. Delusional or purposely deceptive.....
Well i´ve personally played daoc up to 2008/9.
Honestly when playing in our gildgrps we never died to cc/aoe combos. The aoe cc was ar too precious to instantly break it with dmg afterwards (not that you would hit a non stick running grp with a complete aoe CC anyways).
Like i´ve said. If you died to that you did not play smart and deserved what you got
@Wreuntzylla You know we once had a game without AoE caps, right? How the game flourished back then? And how almost 4.000 people voted against AoE caps?
Wreuntzylla wrote: »remove caps plz. it may be a vague memory but many people were deceived coming to this game from DAOC. It was sold as taking influences from DAOC right up to IC and the ability to combat large numbers with fewer numbers.
im sure in fact there was a youtube video used from alpha/beta where 6 people killed like 50 or so? and it was a dev video demonstrating how good the game is.
"ZOS_JessicaFolsom wrote: »
To add a little explanation, all area-of-effect abilities in ESO--except a few edge cases (the ones we fixed)--have always had some sort of a cap. We simply fixed the handful that did not, and were supposed to. We haven't touched any of the others. We're editing the note to make it a bit more clear."
i remember this was a huge *** storm back in the day. they "forgot" some of the skills were meant to have caps throughout alpha and beta.
Remove AoE completely from the PvP game except for siege.
Please do not remove AoE caps as that will only make the game even more AoE centric then it already is. I do not want a return to DAOC style AoE Mezz/Bomb groups.
AoE mechanics already encourage ball groups to run around spamming the same buttons over and over. It encourages lazy skilless play that a monkey could do. Removing the caps will just make it worse as it will become the singular way to play.
If you died to those grps - you deserved what you got.
I still remember those days fondly where doing something not smart would have dire consequences. When fighting quality opponents on the other hand aoe dmg was almost entirely redundant back then.
LOL.... yea because it was so easy to avoid AoE Mezz/Bomb groups and you had to be so skilled to run in and spam AoEs. Delusional or purposely deceptive.....
Well i´ve personally played daoc up to 2008/9.
Honestly when playing in our gildgrps we never died to cc/aoe combos. The aoe cc was ar too precious to instantly break it with dmg afterwards (not that you would hit a non stick running grp with a complete aoe CC anyways).
Like i´ve said. If you died to that you did not play smart and deserved what you got
Here is my explanation why I laugh every time I see a thread with tons of people asking for the removal of AoE caps.
Most players band together because they don't have the time or ability to compete. Zergballs are often half the population on the map. It is sheer idiocy to believe that implementing the ability to destroy a majority of the player base with small numbers is good for the game. ZoS is smart in not allowing uncapped AoE because within weeks of doing so, their game will slide until they have barely any population.
Every PvP MMO that has dwindled to insignificance or outright death did so because a small group of people could wipe entire zergs, typically due to uncapped AoE. It happened in DAoC. It happened in Warhammer. It happened in...
In DAoC, uncapped AoE was a problem from the first wave or two of 50's. Void elds ranged AoEing to blow everybody up. For a while you could AOE doors, and kill 50% of the players inside in a few casts...
Then came PBAOE groups. Group of 8, gaggle of 20, zerg of 100. It didn't matter. If you had the element of surprise, were moving fast and cc'ing first, you wiped entire relic raids and had very little cleanup to do. Breaking cc wasn't important until later on. In most fights, adds broke your cc. If you went to bomb a zerg, no cc lasted long enough to matter because zergs be zergs. It mattered for group play away from population centers, but that was dominated by radar until Mythic finally started banning the radar use.
As an aside, I really, really miss the deathblow scrolling of your name. You actually knew which players or groups were good, and did not confuse them with people posting cherry picked videos of killing low levels or baddies. Can we patch that in?
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.
Wreuntzylla wrote: »Most players band together because they don't have the time or ability to compete. Zergballs are often half the population on the map. It is sheer idiocy to believe that implementing the ability to destroy a majority of the player base with small numbers is good for the game. ZoS is smart in not allowing uncapped AoE because within weeks of doing so, their game will slide until they have barely any population.
Wreuntzylla wrote: »@Wreuntzylla You know we once had a game without AoE caps, right? How the game flourished back then? And how almost 4.000 people voted against AoE caps?
Uncapped AoEs under a stat cap and uncapped AoEs without stat caps are not the same.
As to voting, forward camp removal for the reduction of zerging! OH YEAH!!!
Wreuntzylla wrote: »remove caps plz. it may be a vague memory but many people were deceived coming to this game from DAOC. It was sold as taking influences from DAOC right up to IC and the ability to combat large numbers with fewer numbers.
im sure in fact there was a youtube video used from alpha/beta where 6 people killed like 50 or so? and it was a dev video demonstrating how good the game is.
"ZOS_JessicaFolsom wrote: »
To add a little explanation, all area-of-effect abilities in ESO--except a few edge cases (the ones we fixed)--have always had some sort of a cap. We simply fixed the handful that did not, and were supposed to. We haven't touched any of the others. We're editing the note to make it a bit more clear."
i remember this was a huge *** storm back in the day. they "forgot" some of the skills were meant to have caps throughout alpha and beta.
Remove AoE completely from the PvP game except for siege.
Please do not remove AoE caps as that will only make the game even more AoE centric then it already is. I do not want a return to DAOC style AoE Mezz/Bomb groups.
AoE mechanics already encourage ball groups to run around spamming the same buttons over and over. It encourages lazy skilless play that a monkey could do. Removing the caps will just make it worse as it will become the singular way to play.
If you died to those grps - you deserved what you got.
I still remember those days fondly where doing something not smart would have dire consequences. When fighting quality opponents on the other hand aoe dmg was almost entirely redundant back then.
LOL.... yea because it was so easy to avoid AoE Mezz/Bomb groups and you had to be so skilled to run in and spam AoEs. Delusional or purposely deceptive.....
Well i´ve personally played daoc up to 2008/9.
Honestly when playing in our gildgrps we never died to cc/aoe combos. The aoe cc was ar too precious to instantly break it with dmg afterwards (not that you would hit a non stick running grp with a complete aoe CC anyways).
Like i´ve said. If you died to that you did not play smart and deserved what you got
Here is my explanation why I laugh every time I see a thread with tons of people asking for the removal of AoE caps.
Most players band together because they don't have the time or ability to compete. Zergballs are often half the population on the map. It is sheer idiocy to believe that implementing the ability to destroy a majority of the player base with small numbers is good for the game. ZoS is smart in not allowing uncapped AoE because within weeks of doing so, their game will slide until they have barely any population.
Every PvP MMO that has dwindled to insignificance or outright death did so because a small group of people could wipe entire zergs, typically due to uncapped AoE. It happened in DAoC. It happened in Warhammer. It happened in...
In DAoC, uncapped AoE was a problem from the first wave or two of 50's. Void elds ranged AoEing to blow everybody up. For a while you could AOE doors, and kill 50% of the players inside in a few casts...
Then came PBAOE groups. Group of 8, gaggle of 20, zerg of 100. It didn't matter. If you had the element of surprise, were moving fast and cc'ing first, you wiped entire relic raids and had very little cleanup to do. Breaking cc wasn't important until later on. In most fights, adds broke your cc. If you went to bomb a zerg, no cc lasted long enough to matter because zergs be zergs. It mattered for group play away from population centers, but that was dominated by radar until Mythic finally started banning the radar use.
As an aside, I really, really miss the deathblow scrolling of your name. You actually knew which players or groups were good, and did not confuse them with people posting cherry picked videos of killing low levels or baddies. Can we patch that in?
In short, you enjoy the way large group fights currently play out, and are the opinion that blubbing up is the equivalent to tactical and engaging gameplay?
Unfortunately, that isn't ZOS' opinion: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.
Wreuntzylla wrote: »Most players band together because they don't have the time or ability to compete. Zergballs are often half the population on the map. It is sheer idiocy to believe that implementing the ability to destroy a majority of the player base with small numbers is good for the game. ZoS is smart in not allowing uncapped AoE because within weeks of doing so, their game will slide until they have barely any population.
If the "small numbers" have nigh-zero chance of winning (and by chance I mean having the opportunity to improve builds/strategy/whatever after a failure, not a fixed X% chance), they're going to make a choice:
a) quit
b) bring more numbers
In the end the players who "don't have the time or ability to compete" will stand out-numbered against those who chose option b). And then it will be their turn to choose a) or b). See where this is going?
There's no incentive to try and improve ones game-play when stacking more bodies works better.
Wreuntzylla wrote: »@Wreuntzylla You know we once had a game without AoE caps, right? How the game flourished back then? And how almost 4.000 people voted against AoE caps?
Uncapped AoEs under a stat cap and uncapped AoEs without stat caps are not the same.
As to voting, forward camp removal for the reduction of zerging! OH YEAH!!!
Actually damage from ults like standard was way higher back then - so this isnt really accurate. The current meta is pretty much the easiest to stay alive in with numbers - its the biggest factor on the battlefield, and thats due to poor mechanics/balance.
Also to your 'people left in droves comment' - the biggest chunk of population leaving in the shortest amount of time occured when AOE caps were implemented actually. Servers got reduced due to lack of population after that in a massive way.
All in all - its nice thoughts, but its not accurate at all.
Wreuntzylla wrote: »remove caps plz. it may be a vague memory but many people were deceived coming to this game from DAOC. It was sold as taking influences from DAOC right up to IC and the ability to combat large numbers with fewer numbers.
im sure in fact there was a youtube video used from alpha/beta where 6 people killed like 50 or so? and it was a dev video demonstrating how good the game is.
"ZOS_JessicaFolsom wrote: »
To add a little explanation, all area-of-effect abilities in ESO--except a few edge cases (the ones we fixed)--have always had some sort of a cap. We simply fixed the handful that did not, and were supposed to. We haven't touched any of the others. We're editing the note to make it a bit more clear."
i remember this was a huge *** storm back in the day. they "forgot" some of the skills were meant to have caps throughout alpha and beta.
Remove AoE completely from the PvP game except for siege.
Please do not remove AoE caps as that will only make the game even more AoE centric then it already is. I do not want a return to DAOC style AoE Mezz/Bomb groups.
AoE mechanics already encourage ball groups to run around spamming the same buttons over and over. It encourages lazy skilless play that a monkey could do. Removing the caps will just make it worse as it will become the singular way to play.
If you died to those grps - you deserved what you got.
I still remember those days fondly where doing something not smart would have dire consequences. When fighting quality opponents on the other hand aoe dmg was almost entirely redundant back then.
LOL.... yea because it was so easy to avoid AoE Mezz/Bomb groups and you had to be so skilled to run in and spam AoEs. Delusional or purposely deceptive.....
Well i´ve personally played daoc up to 2008/9.
Honestly when playing in our gildgrps we never died to cc/aoe combos. The aoe cc was ar too precious to instantly break it with dmg afterwards (not that you would hit a non stick running grp with a complete aoe CC anyways).
Like i´ve said. If you died to that you did not play smart and deserved what you got
Here is my explanation why I laugh every time I see a thread with tons of people asking for the removal of AoE caps.
Most players band together because they don't have the time or ability to compete. Zergballs are often half the population on the map. It is sheer idiocy to believe that implementing the ability to destroy a majority of the player base with small numbers is good for the game. ZoS is smart in not allowing uncapped AoE because within weeks of doing so, their game will slide until they have barely any population.
Every PvP MMO that has dwindled to insignificance or outright death did so because a small group of people could wipe entire zergs, typically due to uncapped AoE. It happened in DAoC. It happened in Warhammer. It happened in...
In DAoC, uncapped AoE was a problem from the first wave or two of 50's. Void elds ranged AoEing to blow everybody up. For a while you could AOE doors, and kill 50% of the players inside in a few casts...
Then came PBAOE groups. Group of 8, gaggle of 20, zerg of 100. It didn't matter. If you had the element of surprise, were moving fast and cc'ing first, you wiped entire relic raids and had very little cleanup to do. Breaking cc wasn't important until later on. In most fights, adds broke your cc. If you went to bomb a zerg, no cc lasted long enough to matter because zergs be zergs. It mattered for group play away from population centers, but that was dominated by radar until Mythic finally started banning the radar use.
As an aside, I really, really miss the deathblow scrolling of your name. You actually knew which players or groups were good, and did not confuse them with people posting cherry picked videos of killing low levels or baddies. Can we patch that in?
Wreuntzylla wrote: »remove caps plz. it may be a vague memory but many people were deceived coming to this game from DAOC. It was sold as taking influences from DAOC right up to IC and the ability to combat large numbers with fewer numbers.
im sure in fact there was a youtube video used from alpha/beta where 6 people killed like 50 or so? and it was a dev video demonstrating how good the game is.
"ZOS_JessicaFolsom wrote: »
To add a little explanation, all area-of-effect abilities in ESO--except a few edge cases (the ones we fixed)--have always had some sort of a cap. We simply fixed the handful that did not, and were supposed to. We haven't touched any of the others. We're editing the note to make it a bit more clear."
i remember this was a huge *** storm back in the day. they "forgot" some of the skills were meant to have caps throughout alpha and beta.
Remove AoE completely from the PvP game except for siege.
Please do not remove AoE caps as that will only make the game even more AoE centric then it already is. I do not want a return to DAOC style AoE Mezz/Bomb groups.
AoE mechanics already encourage ball groups to run around spamming the same buttons over and over. It encourages lazy skilless play that a monkey could do. Removing the caps will just make it worse as it will become the singular way to play.
If you died to those grps - you deserved what you got.
I still remember those days fondly where doing something not smart would have dire consequences. When fighting quality opponents on the other hand aoe dmg was almost entirely redundant back then.
LOL.... yea because it was so easy to avoid AoE Mezz/Bomb groups and you had to be so skilled to run in and spam AoEs. Delusional or purposely deceptive.....
Well i´ve personally played daoc up to 2008/9.
Honestly when playing in our gildgrps we never died to cc/aoe combos. The aoe cc was ar too precious to instantly break it with dmg afterwards (not that you would hit a non stick running grp with a complete aoe CC anyways).
Like i´ve said. If you died to that you did not play smart and deserved what you got
Here is my explanation why I laugh every time I see a thread with tons of people asking for the removal of AoE caps.
Most players band together because they don't have the time or ability to compete. Zergballs are often half the population on the map. It is sheer idiocy to believe that implementing the ability to destroy a majority of the player base with small numbers is good for the game. ZoS is smart in not allowing uncapped AoE because within weeks of doing so, their game will slide until they have barely any population.
Every PvP MMO that has dwindled to insignificance or outright death did so because a small group of people could wipe entire zergs, typically due to uncapped AoE. It happened in DAoC. It happened in Warhammer. It happened in...
In DAoC, uncapped AoE was a problem from the first wave or two of 50's. Void elds ranged AoEing to blow everybody up. For a while you could AOE doors, and kill 50% of the players inside in a few casts...
Then came PBAOE groups. Group of 8, gaggle of 20, zerg of 100. It didn't matter. If you had the element of surprise, were moving fast and cc'ing first, you wiped entire relic raids and had very little cleanup to do. Breaking cc wasn't important until later on. In most fights, adds broke your cc. If you went to bomb a zerg, no cc lasted long enough to matter because zergs be zergs. It mattered for group play away from population centers, but that was dominated by radar until Mythic finally started banning the radar use.
As an aside, I really, really miss the deathblow scrolling of your name. You actually knew which players or groups were good, and did not confuse them with people posting cherry picked videos of killing low levels or baddies. Can we patch that in?
Wreuntzylla wrote: »Most players band together because they don't have the time or ability to compete. Zergballs are often half the population on the map. It is sheer idiocy to believe that implementing the ability to destroy a majority of the player base with small numbers is good for the game. ZoS is smart in not allowing uncapped AoE because within weeks of doing so, their game will slide until they have barely any population.
If the "small numbers" have nigh-zero chance of winning (and by chance I mean having the opportunity to improve builds/strategy/whatever after a failure, not a fixed X% chance), they're going to make a choice:
a) quit
b) bring more numbers
In the end the players who "don't have the time or ability to compete" will stand out-numbered against those who chose option b). And then it will be their turn to choose a) or b). See where this is going?
There's no incentive to try and improve ones game-play when stacking more bodies works better.
Wreuntzylla wrote: »remove caps plz. it may be a vague memory but many people were deceived coming to this game from DAOC. It was sold as taking influences from DAOC right up to IC and the ability to combat large numbers with fewer numbers.
im sure in fact there was a youtube video used from alpha/beta where 6 people killed like 50 or so? and it was a dev video demonstrating how good the game is.
"ZOS_JessicaFolsom wrote: »
To add a little explanation, all area-of-effect abilities in ESO--except a few edge cases (the ones we fixed)--have always had some sort of a cap. We simply fixed the handful that did not, and were supposed to. We haven't touched any of the others. We're editing the note to make it a bit more clear."
i remember this was a huge *** storm back in the day. they "forgot" some of the skills were meant to have caps throughout alpha and beta.
Remove AoE completely from the PvP game except for siege.
Please do not remove AoE caps as that will only make the game even more AoE centric then it already is. I do not want a return to DAOC style AoE Mezz/Bomb groups.
AoE mechanics already encourage ball groups to run around spamming the same buttons over and over. It encourages lazy skilless play that a monkey could do. Removing the caps will just make it worse as it will become the singular way to play.
If you died to those grps - you deserved what you got.
I still remember those days fondly where doing something not smart would have dire consequences. When fighting quality opponents on the other hand aoe dmg was almost entirely redundant back then.
LOL.... yea because it was so easy to avoid AoE Mezz/Bomb groups and you had to be so skilled to run in and spam AoEs. Delusional or purposely deceptive.....
Well i´ve personally played daoc up to 2008/9.
Honestly when playing in our gildgrps we never died to cc/aoe combos. The aoe cc was ar too precious to instantly break it with dmg afterwards (not that you would hit a non stick running grp with a complete aoe CC anyways).
Like i´ve said. If you died to that you did not play smart and deserved what you got
Here is my explanation why I laugh every time I see a thread with tons of people asking for the removal of AoE caps.
Most players band together because they don't have the time or ability to compete. Zergballs are often half the population on the map. It is sheer idiocy to believe that implementing the ability to destroy a majority of the player base with small numbers is good for the game. ZoS is smart in not allowing uncapped AoE because within weeks of doing so, their game will slide until they have barely any population.
Every PvP MMO that has dwindled to insignificance or outright death did so because a small group of people could wipe entire zergs, typically due to uncapped AoE. It happened in DAoC. It happened in Warhammer. It happened in...
In DAoC, uncapped AoE was a problem from the first wave or two of 50's. Void elds ranged AoEing to blow everybody up. For a while you could AOE doors, and kill 50% of the players inside in a few casts...
Then came PBAOE groups. Group of 8, gaggle of 20, zerg of 100. It didn't matter. If you had the element of surprise, were moving fast and cc'ing first, you wiped entire relic raids and had very little cleanup to do. Breaking cc wasn't important until later on. In most fights, adds broke your cc. If you went to bomb a zerg, no cc lasted long enough to matter because zergs be zergs. It mattered for group play away from population centers, but that was dominated by radar until Mythic finally started banning the radar use.
As an aside, I really, really miss the deathblow scrolling of your name. You actually knew which players or groups were good, and did not confuse them with people posting cherry picked videos of killing low levels or baddies. Can we patch that in?
Hello,
I really liked that you brought in Daoc as an example but you need to understand that the two games are different.
In Daoc you can't CC break on your own. That game was really who mezzed first wins and albion sorcs OP.
That being said, i would like to point out what feng stated as one of the reasons aoe caps needs to be removed is because balling up is what is causing most of the lag (wheeler's explanation covers this). Ball groups need to go, and AoE caps removal will be most effective for this
Fix the lag first. The unbalance from pwning elite groups can be worried about later.
Joy_Division wrote: »Wreuntzylla wrote: »remove caps plz. it may be a vague memory but many people were deceived coming to this game from DAOC. It was sold as taking influences from DAOC right up to IC and the ability to combat large numbers with fewer numbers.
im sure in fact there was a youtube video used from alpha/beta where 6 people killed like 50 or so? and it was a dev video demonstrating how good the game is.
"ZOS_JessicaFolsom wrote: »
To add a little explanation, all area-of-effect abilities in ESO--except a few edge cases (the ones we fixed)--have always had some sort of a cap. We simply fixed the handful that did not, and were supposed to. We haven't touched any of the others. We're editing the note to make it a bit more clear."
i remember this was a huge *** storm back in the day. they "forgot" some of the skills were meant to have caps throughout alpha and beta.
Remove AoE completely from the PvP game except for siege.
Please do not remove AoE caps as that will only make the game even more AoE centric then it already is. I do not want a return to DAOC style AoE Mezz/Bomb groups.
AoE mechanics already encourage ball groups to run around spamming the same buttons over and over. It encourages lazy skilless play that a monkey could do. Removing the caps will just make it worse as it will become the singular way to play.
If you died to those grps - you deserved what you got.
I still remember those days fondly where doing something not smart would have dire consequences. When fighting quality opponents on the other hand aoe dmg was almost entirely redundant back then.
LOL.... yea because it was so easy to avoid AoE Mezz/Bomb groups and you had to be so skilled to run in and spam AoEs. Delusional or purposely deceptive.....
Well i´ve personally played daoc up to 2008/9.
Honestly when playing in our gildgrps we never died to cc/aoe combos. The aoe cc was ar too precious to instantly break it with dmg afterwards (not that you would hit a non stick running grp with a complete aoe CC anyways).
Like i´ve said. If you died to that you did not play smart and deserved what you got
Here is my explanation why I laugh every time I see a thread with tons of people asking for the removal of AoE caps.
Most players band together because they don't have the time or ability to compete. Zergballs are often half the population on the map. It is sheer idiocy to believe that implementing the ability to destroy a majority of the player base with small numbers is good for the game. ZoS is smart in not allowing uncapped AoE because within weeks of doing so, their game will slide until they have barely any population.
Every PvP MMO that has dwindled to insignificance or outright death did so because a small group of people could wipe entire zergs, typically due to uncapped AoE. It happened in DAoC. It happened in Warhammer. It happened in...
In DAoC, uncapped AoE was a problem from the first wave or two of 50's. Void elds ranged AoEing to blow everybody up. For a while you could AOE doors, and kill 50% of the players inside in a few casts...
Then came PBAOE groups. Group of 8, gaggle of 20, zerg of 100. It didn't matter. If you had the element of surprise, were moving fast and cc'ing first, you wiped entire relic raids and had very little cleanup to do. Breaking cc wasn't important until later on. In most fights, adds broke your cc. If you went to bomb a zerg, no cc lasted long enough to matter because zergs be zergs. It mattered for group play away from population centers, but that was dominated by radar until Mythic finally started banning the radar use.
As an aside, I really, really miss the deathblow scrolling of your name. You actually knew which players or groups were good, and did not confuse them with people posting cherry picked videos of killing low levels or baddies. Can we patch that in?
What you are writing here is not accurate. Player band together, but those who "don't have the time or ability to compete", to use your words, are incapable of being in a tightly organized blob to actually derive much benefit from AoE caps.
Wreuntzylla wrote: »Wreuntzylla wrote: »remove caps plz. it may be a vague memory but many people were deceived coming to this game from DAOC. It was sold as taking influences from DAOC right up to IC and the ability to combat large numbers with fewer numbers.
im sure in fact there was a youtube video used from alpha/beta where 6 people killed like 50 or so? and it was a dev video demonstrating how good the game is.
"ZOS_JessicaFolsom wrote: »
To add a little explanation, all area-of-effect abilities in ESO--except a few edge cases (the ones we fixed)--have always had some sort of a cap. We simply fixed the handful that did not, and were supposed to. We haven't touched any of the others. We're editing the note to make it a bit more clear."
i remember this was a huge *** storm back in the day. they "forgot" some of the skills were meant to have caps throughout alpha and beta.
Remove AoE completely from the PvP game except for siege.
Please do not remove AoE caps as that will only make the game even more AoE centric then it already is. I do not want a return to DAOC style AoE Mezz/Bomb groups.
AoE mechanics already encourage ball groups to run around spamming the same buttons over and over. It encourages lazy skilless play that a monkey could do. Removing the caps will just make it worse as it will become the singular way to play.
If you died to those grps - you deserved what you got.
I still remember those days fondly where doing something not smart would have dire consequences. When fighting quality opponents on the other hand aoe dmg was almost entirely redundant back then.
LOL.... yea because it was so easy to avoid AoE Mezz/Bomb groups and you had to be so skilled to run in and spam AoEs. Delusional or purposely deceptive.....
Well i´ve personally played daoc up to 2008/9.
Honestly when playing in our gildgrps we never died to cc/aoe combos. The aoe cc was ar too precious to instantly break it with dmg afterwards (not that you would hit a non stick running grp with a complete aoe CC anyways).
Like i´ve said. If you died to that you did not play smart and deserved what you got
Here is my explanation why I laugh every time I see a thread with tons of people asking for the removal of AoE caps.
Most players band together because they don't have the time or ability to compete. Zergballs are often half the population on the map. It is sheer idiocy to believe that implementing the ability to destroy a majority of the player base with small numbers is good for the game. ZoS is smart in not allowing uncapped AoE because within weeks of doing so, their game will slide until they have barely any population.
Every PvP MMO that has dwindled to insignificance or outright death did so because a small group of people could wipe entire zergs, typically due to uncapped AoE. It happened in DAoC. It happened in Warhammer. It happened in...
In DAoC, uncapped AoE was a problem from the first wave or two of 50's. Void elds ranged AoEing to blow everybody up. For a while you could AOE doors, and kill 50% of the players inside in a few casts...
Then came PBAOE groups. Group of 8, gaggle of 20, zerg of 100. It didn't matter. If you had the element of surprise, were moving fast and cc'ing first, you wiped entire relic raids and had very little cleanup to do. Breaking cc wasn't important until later on. In most fights, adds broke your cc. If you went to bomb a zerg, no cc lasted long enough to matter because zergs be zergs. It mattered for group play away from population centers, but that was dominated by radar until Mythic finally started banning the radar use.
As an aside, I really, really miss the deathblow scrolling of your name. You actually knew which players or groups were good, and did not confuse them with people posting cherry picked videos of killing low levels or baddies. Can we patch that in?
Hello,
I really liked that you brought in Daoc as an example but you need to understand that the two games are different.
In Daoc you can't CC break on your own. That game was really who mezzed first wins and albion sorcs OP.
That being said, i would like to point out what feng stated as one of the reasons aoe caps needs to be removed is because balling up is what is causing most of the lag (wheeler's explanation covers this). Ball groups need to go, and AoE caps removal will be most effective for this
Fix the lag first. The unbalance from pwning elite groups can be worried about later.
What DAoC are you talking about? The early DAoC (even then hibs had druid group purge) or the later DAoC where everyone could have purge and determination?
I don't disagree that zergballs need to go. The sooner the better. But having a majority of the player base leave as a result is not the way to handle it. This is coming from someone that has run in gank groups ever since DAoC release. If you worry about the unbalance of the elite groups later, the game will be dead at the same time as it gets better.
Seriously folks, some of you are bright individuals. How do you not see that people won't stick around if a group a fraction of the size of their zerg smashes them every time they come out? Because that is what will happen. If you give a tradesman the tools, he will use them....
What we DO need is more incentives for players to play small scale. One of them might be upcoming AP gain change. Maybe Zenimax will come up with more. But I think in perfect world zergs will be fighting zergs and small groups will be fighting small groups and avoid zergs.
Wreuntzylla wrote: »I don't disagree that zergballs need to go. The sooner the better. But having a majority of the player base leave as a result is not the way to handle it. This is coming from someone that has run in gank groups ever since DAoC release. If you worry about the unbalance of the elite groups later, the game will be dead at the same time as it gets better.
Seriously folks, some of you are bright individuals. How do you not see that people won't stick around if a group a fraction of the size of their zerg smashes them every time they come out? Because that is what will happen. If you give a tradesman the tools, he will use them....
Wreuntzylla wrote: »In short, you enjoy the way large group fights currently play out, and are the opinion that blubbing up is the equivalent to tactical and engaging gameplay?
Unfortunately, that isn't ZOS' opinion: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.
There is no possible way you could reach that conclusion from my writing.
WalkingLegacy wrote: »I agree as I have said in my earlier posts. Siege should only be the main source of mass AoE in Cyrodil.
WalkingLegacy wrote: »I agree as I have said in my earlier posts. Siege should only be the main source of mass AoE in Cyrodil.
What a boring game that would be. Stand still and push one button. Youre not able to use your abillities while youre sieging, you know?
"Lets see who can put up the most siege and spam left MB"
Wreuntzylla wrote: »Joy_Division wrote: »Wreuntzylla wrote: »remove caps plz. it may be a vague memory but many people were deceived coming to this game from DAOC. It was sold as taking influences from DAOC right up to IC and the ability to combat large numbers with fewer numbers.
im sure in fact there was a youtube video used from alpha/beta where 6 people killed like 50 or so? and it was a dev video demonstrating how good the game is.
"ZOS_JessicaFolsom wrote: »
To add a little explanation, all area-of-effect abilities in ESO--except a few edge cases (the ones we fixed)--have always had some sort of a cap. We simply fixed the handful that did not, and were supposed to. We haven't touched any of the others. We're editing the note to make it a bit more clear."
i remember this was a huge *** storm back in the day. they "forgot" some of the skills were meant to have caps throughout alpha and beta.
Remove AoE completely from the PvP game except for siege.
Please do not remove AoE caps as that will only make the game even more AoE centric then it already is. I do not want a return to DAOC style AoE Mezz/Bomb groups.
AoE mechanics already encourage ball groups to run around spamming the same buttons over and over. It encourages lazy skilless play that a monkey could do. Removing the caps will just make it worse as it will become the singular way to play.
If you died to those grps - you deserved what you got.
I still remember those days fondly where doing something not smart would have dire consequences. When fighting quality opponents on the other hand aoe dmg was almost entirely redundant back then.
LOL.... yea because it was so easy to avoid AoE Mezz/Bomb groups and you had to be so skilled to run in and spam AoEs. Delusional or purposely deceptive.....
Well i´ve personally played daoc up to 2008/9.
Honestly when playing in our gildgrps we never died to cc/aoe combos. The aoe cc was ar too precious to instantly break it with dmg afterwards (not that you would hit a non stick running grp with a complete aoe CC anyways).
Like i´ve said. If you died to that you did not play smart and deserved what you got
Here is my explanation why I laugh every time I see a thread with tons of people asking for the removal of AoE caps.
Most players band together because they don't have the time or ability to compete. Zergballs are often half the population on the map. It is sheer idiocy to believe that implementing the ability to destroy a majority of the player base with small numbers is good for the game. ZoS is smart in not allowing uncapped AoE because within weeks of doing so, their game will slide until they have barely any population.
Every PvP MMO that has dwindled to insignificance or outright death did so because a small group of people could wipe entire zergs, typically due to uncapped AoE. It happened in DAoC. It happened in Warhammer. It happened in...
In DAoC, uncapped AoE was a problem from the first wave or two of 50's. Void elds ranged AoEing to blow everybody up. For a while you could AOE doors, and kill 50% of the players inside in a few casts...
Then came PBAOE groups. Group of 8, gaggle of 20, zerg of 100. It didn't matter. If you had the element of surprise, were moving fast and cc'ing first, you wiped entire relic raids and had very little cleanup to do. Breaking cc wasn't important until later on. In most fights, adds broke your cc. If you went to bomb a zerg, no cc lasted long enough to matter because zergs be zergs. It mattered for group play away from population centers, but that was dominated by radar until Mythic finally started banning the radar use.
As an aside, I really, really miss the deathblow scrolling of your name. You actually knew which players or groups were good, and did not confuse them with people posting cherry picked videos of killing low levels or baddies. Can we patch that in?
What you are writing here is not accurate. Player band together, but those who "don't have the time or ability to compete", to use your words, are incapable of being in a tightly organized blob to actually derive much benefit from AoE caps.
You misunderstand the simplicty of coordinated groups. All that is required is to completely sublimate your will to the crown.
In zergballing your assigned role is very simple. Follow crown and steel tornado over and over. Or follow crown and heal and purge. Or when crown (or someone else assigned to the task) calls your number use your ultimate. The larger the group, the fewer task any one person is assigned and the more your individual skill pales in importance to doing your assigned role. So even the most casual of players, good gear or bad, can be a working part if they use the skills required of them and do their job come hell or high water.
The only difficult part about zergballing is overcoming your small group or 1v1 instincts. The average causal or PvE player doesn't have small group or 1v1 instincts and typically fills a zergball role better than a typical soloer..
Wreuntzylla wrote: »remove caps plz. it may be a vague memory but many people were deceived coming to this game from DAOC. It was sold as taking influences from DAOC right up to IC and the ability to combat large numbers with fewer numbers.
im sure in fact there was a youtube video used from alpha/beta where 6 people killed like 50 or so? and it was a dev video demonstrating how good the game is.
"ZOS_JessicaFolsom wrote: »
To add a little explanation, all area-of-effect abilities in ESO--except a few edge cases (the ones we fixed)--have always had some sort of a cap. We simply fixed the handful that did not, and were supposed to. We haven't touched any of the others. We're editing the note to make it a bit more clear."
i remember this was a huge *** storm back in the day. they "forgot" some of the skills were meant to have caps throughout alpha and beta.
Remove AoE completely from the PvP game except for siege.
Please do not remove AoE caps as that will only make the game even more AoE centric then it already is. I do not want a return to DAOC style AoE Mezz/Bomb groups.
AoE mechanics already encourage ball groups to run around spamming the same buttons over and over. It encourages lazy skilless play that a monkey could do. Removing the caps will just make it worse as it will become the singular way to play.
If you died to those grps - you deserved what you got.
I still remember those days fondly where doing something not smart would have dire consequences. When fighting quality opponents on the other hand aoe dmg was almost entirely redundant back then.
LOL.... yea because it was so easy to avoid AoE Mezz/Bomb groups and you had to be so skilled to run in and spam AoEs. Delusional or purposely deceptive.....
Well i´ve personally played daoc up to 2008/9.
Honestly when playing in our gildgrps we never died to cc/aoe combos. The aoe cc was ar too precious to instantly break it with dmg afterwards (not that you would hit a non stick running grp with a complete aoe CC anyways).
Like i´ve said. If you died to that you did not play smart and deserved what you got
Here is my explanation why I laugh every time I see a thread with tons of people asking for the removal of AoE caps.
Most players band together because they don't have the time or ability to compete. Zergballs are often half the population on the map. It is sheer idiocy to believe that implementing the ability to destroy a majority of the player base with small numbers is good for the game. ZoS is smart in not allowing uncapped AoE because within weeks of doing so, their game will slide until they have barely any population.
Every PvP MMO that has dwindled to insignificance or outright death did so because a small group of people could wipe entire zergs, typically due to uncapped AoE. It happened in DAoC. It happened in Warhammer. It happened in...
In DAoC, uncapped AoE was a problem from the first wave or two of 50's. Void elds ranged AoEing to blow everybody up. For a while you could AOE doors, and kill 50% of the players inside in a few casts...
Then came PBAOE groups. Group of 8, gaggle of 20, zerg of 100. It didn't matter. If you had the element of surprise, were moving fast and cc'ing first, you wiped entire relic raids and had very little cleanup to do. Breaking cc wasn't important until later on. In most fights, adds broke your cc. If you went to bomb a zerg, no cc lasted long enough to matter because zergs be zergs. It mattered for group play away from population centers, but that was dominated by radar until Mythic finally started banning the radar use.
As an aside, I really, really miss the deathblow scrolling of your name. You actually knew which players or groups were good, and did not confuse them with people posting cherry picked videos of killing low levels or baddies. Can we patch that in?
PainfulFAFA wrote: »23rd day since this "discussion" on AoE caps opened and we still don't know whats happening or where the future of ESO PvP is heading.