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Erosion/Permanent Damage to combat heal Zergs

FullBlownBeast
FullBlownBeast
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Idea came from a game called Dofus (note: Dofus is a turn based mmorpg) where the mechanic is called erosion. In that game 10% of all damage becomes permanent damage that permanently lowers your health for a fight. Example: You start a fight with 5000 health and during that single fight you have taken 4000 damage. 10% of that damage is permanently taken from your max health so now the max you can be healed for in that fight no matter what is 4600. Now in this game you can stack on players/mobs a max of 50% erosion damage so if this particular player had 50% erosion damage on him his max health would be 3000 health and would have to play very carefully. Obviously ESO isnt a turned based mmorpg so an exact copy of this mechanic would not work.

I'm thinking of a time based erosion mechanic where 5-15%% of all damage is permanently taken from your max health and is reset every minute. This allows specific people in zergs to be bursted down no matter how many healers are in a group once you have enough dps as a players potential maximum health can get as low as 5k (easy 1 shot territory) if the dps of the players focusing that particular player is high enough. This allows for further differentiation of classes as you can have certain classs/skills that focus on our sustaining their opponent by erosion damage by increasing it or it's duration.
Plain and Simple
  • iamnotweakrwb17_ESO
    iamnotweakrwb17_ESO
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    I'll be brutally honest. I'd quit if this was introduced. This kind of mechanic isn't even remotely fair. I play ONLY Templar heals ATM. People (like me) already take a disproportionate amount of focus. Therefore healers (like me) would end up with a massive penalty to health right off the bat. I am already playing with severe build penalties. I really don't need this. There are far easier and fairer means of dealing with ESO's blatant combat flaws.
  • Refuse2GrowUp
    Refuse2GrowUp
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    Good idea or bad idea is irrelevant. Simply, I think IF something like this were introduced the coding would be so FUBARed it would be a catastrophe. The devs need to focus on simplifying a lot of the code already in the game before ever considering introducing such a complicated algorithm. Furthermore, it is speculated some of the current server lag in PvP is due to aoe caps and the extremely high number of calculations the server must do when a zerg is taking aoe damage. If this is true, adding such a code(s) would certainly further contribute to sluggish server performance.
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  • Vangy
    Vangy
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    Good idea or bad idea is irrelevant. Simply, I think IF something like this were introduced the coding would be so FUBARed it would be a catastrophe. The devs need to focus on simplifying a lot of the code already in the game before ever considering introducing such a complicated algorithm. Furthermore, it is speculated some of the current server lag in PvP is due to aoe caps and the extremely high number of calculations the server must do when a zerg is taking aoe damage. If this is true, adding such a code(s) would certainly further contribute to sluggish server performance.

    ^this guy gets it.

    Tbh it is my strong opinion that Eso would fare a better chance at surviving if all the devs pulled their pants down and took a crap right on the servers then trying to implement something as complicated as this. I really do. No offence intended but this kind of complicated system is far from what Eso needs with the already prevalent bugs and lag issues running rampant.
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  • Sharee
    Sharee
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    Let's wait and see how the incoming purge changes affect the zerg game first. Alot of the 'invincibility' of tight zergs comes from the fact that they are virtually immune to a lot of effects by having dedicated purge spammers.
    Edited by Sharee on January 19, 2016 7:33AM
  • Lysette
    Lysette
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    Good idea or bad idea is irrelevant. Simply, I think IF something like this were introduced the coding would be so FUBARed it would be a catastrophe. The devs need to focus on simplifying a lot of the code already in the game before ever considering introducing such a complicated algorithm. Furthermore, it is speculated some of the current server lag in PvP is due to aoe caps and the extremely high number of calculations the server must do when a zerg is taking aoe damage. If this is true, adding such a code(s) would certainly further contribute to sluggish server performance.

    Not really, if it helps to destroy massive zergs early on, there will be less lag due to less big zergs. This is the main problem, we have to get rid of the zergs.
    Edited by Lysette on January 19, 2016 7:22AM
  • FullBlownBeast
    FullBlownBeast
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    I'll be brutally honest. I'd quit if this was introduced. This kind of mechanic isn't even remotely fair. I play ONLY Templar heals ATM. People (like me) already take a disproportionate amount of focus. Therefore healers (like me) would end up with a massive penalty to health right off the bat. I am already playing with severe build penalties. I really don't need this. There are far easier and fairer means of dealing with ESO's blatant combat flaws.

    What is the rest of your team doing that you have numerous people focusing on you and cannot escape for a few seconds? This is to make sure idiots getting caught out of position and clever pick-offs by the opposing team against a zerg are rewarded. Healing through walls, and health seesawing from 15-100% cause of numerous healers in zergs is crazy.
    Plain and Simple
  • AOECAPS
    AOECAPS
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    Would rather see a mechanic where if there is more than 24 ppl of one faction within a close proximity they lose weapon and spell damage until the Area is down back to 24 of that 1 faction
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