If your group is bigger than 6 members gain 75% damage reduction.
briandivisionb16_ESO wrote: »They are *** and are ruled by the marketing department who just want the casuals to donate via crownstore.
ESO brings nothing new to the market. The "PvP" is only played by people who refuse to admit the competitiveness is dead. They stopped listening and started wondering how to get more money.
TESO ruined the ESO franchise. Will never pay again. Screw this game. Bye.
Paulington wrote: »Zenimax (specifically Brian Wheeler and Eric Wrobel) have already made threads about AoE Caps and have repeatedly said they are iterating and looking into it and how it affects the game. Spamming the chat with the phrase does nothing other than ruin ESO Live for the rest of us.
ZOS haven't forgotten about AoE caps and I am sure a lot of them feel as strongly as some of us do about them but it isn't as simple as turning a switch on or off.
We will see in the future, possibly they may remove AoE Caps for a PTS patch so we can test them there? Who knows. All we do know is that ZOS is looking at it and will let us know when they have more info.
It's a good thing freedom of speech means nothing to ZOS
The Twitch bots purged the spam. I only wish they had a slow mode and r9k mode enabled, because the spam that night was insane. Anywho, no mod (let alone a Zenimax developer) manually deleted anything in chat that night as far as I could tell, the purging went way too fast for that. If you're unhappy about AOE caps, why not start a constructive discussion here on the forums instead of spamming silly emotes in Twitch chat as if we're watching a LoL or Dota tournament with 100.000 people? That way we can actually discuss what is announced during ESO Live and the community managers have less of a hard time pulling questions.
Sallington wrote: »The Twitch bots purged the spam. I only wish they had a slow mode and r9k mode enabled, because the spam that night was insane. Anywho, no mod (let alone a Zenimax developer) manually deleted anything in chat that night as far as I could tell, the purging went way too fast for that. If you're unhappy about AOE caps, why not start a constructive discussion here on the forums instead of spamming silly emotes in Twitch chat as if we're watching a LoL or Dota tournament with 100.000 people? That way we can actually discuss what is announced during ESO Live and the community managers have less of a hard time pulling questions.
All of my lols
The Twitch bots purged the spam. I only wish they had a slow mode and r9k mode enabled, because the spam that night was insane. Anywho, no mod (let alone a Zenimax developer) manually deleted anything in chat that night as far as I could tell, the purging went way too fast for that. If you're unhappy about AOE caps, why not start a constructive discussion here on the forums instead of spamming silly emotes in Twitch chat as if we're watching a LoL or Dota tournament with 100.000 people? That way we can actually discuss what is announced during ESO Live and the community managers have less of a hard time pulling questions.
Bfish22090 wrote: »they did it on purpose to give the casuals an easier chance to beat the pros
i'm just going to leave it here;
No AOE caps doesn't promote skillfull tactics/plays.
having them increases it, otherwise you would just see more AOE spamms.
O w8 that's called skill in PvP, i'm sorry i was wrong
1) defense gives a lot of AP
2) defenders can stand in a lot of safe zones and still nuke the same spot.
3) Attackers generally make a hole in the wall and *** at the entry point, thus bombarding a huge amount of instakill aoe dot at the entry point repetitively (looking at siege spammers) which means nobody can successfully enter the keep until it gets repaired whilst the defenders constantly get AP for people trying to enter the same hole.
4) People are not smart enough to make multiple holes, plus it will make repairing painful.
Please solve the problem. AOE caps are needed. Buff caps should also be implemented. Heck, if i were zos, i make aoe heals and defensive skills affect only a limited number of people and target party members first. That will make more 2-6 party member groups in cyro then 30 -40 people zerg.
People need to be rewarded for running in smaller groups! Reward them!
briandivisionb16_ESO wrote: »TESO ruined the ESO franchise.
avid_mdb16_ESO wrote: »Bfish22090 wrote: »they did it on purpose to give the casuals an easier chance to beat the pros
No it is not true . it was done to ameliorate the LAG that is caused by hundred spammed AOEs. Do the math by yourself:
Providing there are 2 ball groups fighting 50 vs 50 and all spam AOE
That means that there are 100 AOEs per seconds
100 Aoes per second each hitting 50 players that's 5000 damaging hits per seconds.
There are bufs debufs that has to be calculated as well
Each of this hit can proc other abilities.
There is so much calculus to do that even the 6 person cap does not help to solve the lag issues.
i'm just going to leave it here;
No AOE caps doesn't promote skillfull tactics/plays.
having them increases it, otherwise you would just see more AOE spamms.
O w8 that's called skill in PvP, i'm sorry i was wrong
Uh no. Aside from the fact that Brian Wheeler has stated on several occasions that the AoE cap calculations contribute to the lag, I guess I'll have to spell it out for you.avid_mdb16_ESO wrote: »Bfish22090 wrote: »they did it on purpose to give the casuals an easier chance to beat the pros
No it is not true . it was done to ameliorate the LAG that is caused by hundred spammed AOEs. Do the math by yourself:
Providing there are 2 ball groups fighting 50 vs 50 and all spam AOE
That means that there are 100 AOEs per seconds
100 Aoes per second each hitting 50 players that's 5000 damaging hits per seconds.
There are bufs debufs that has to be calculated as well
Each of this hit can proc other abilities.
There is so much calculus to do that even the 6 person cap does not help to solve the lag issues.
FullBlownBeast wrote: »Whats the counter to zergs and just balling up though? I don't understand. How does having aoe caps increase skill?
If someone is stupid enough to stand in a big red circle then its their own fault. If they are dumb enough to stand next to 20 people and not move as the captapult shot hits them, there fault.
Where AOE caps are needed and a hell of a lot more needs to be done is in the caster centered AOE such as bat swarm, steel tornado etc. There are just spammed over and over in a zerg train, one ability that hits 6 people shouldn't out damage a single shot attack. These trains run through and thanks to lag and the speed boost abilities on the zerg train we just can't dodge them and die in seconds.
avid_mdb16_ESO wrote: »Bfish22090 wrote: »they did it on purpose to give the casuals an easier chance to beat the pros
No it is not true . it was done to ameliorate the LAG that is caused by hundred spammed AOEs. Do the math by yourself:
Providing there are 2 ball groups fighting 50 vs 50 and all spam AOE
That means that there are 100 AOEs per seconds
100 Aoes per second each hitting 50 players that's 5000 damaging hits per seconds.
There are bufs debufs that has to be calculated as well
Each of this hit can proc other abilities.
There is so much calculus to do that even the 6 person cap does not help to solve the lag issues.
If someone is stupid enough to stand in a big red circle then its their own fault. If they are dumb enough to stand next to 20 people and not move as the captapult shot hits them, there fault.
Where AOE caps are needed and a hell of a lot more needs to be done is in the caster centered AOE such as bat swarm, steel tornado etc. There are just spammed over and over in a zerg train, one ability that hits 6 people shouldn't out damage a single shot attack. These trains run through and thanks to lag and the speed boost abilities on the zerg train we just can't dodge them and die in seconds.
You are agreeable with turtling and creating a zone of permadeath at the entry point then? Come on. Think ahead. ZOS doesn't have time to experiment with stupid decisions and forcing people to poke holes in the keep like swiss cheese.
AOE caps is the first step, heal/buff caps is the second step. Implementing it correctly is hard.
avid_mdb16_ESO wrote: »Bfish22090 wrote: »they did it on purpose to give the casuals an easier chance to beat the pros
No it is not true . it was done to ameliorate the LAG that is caused by hundred spammed AOEs. Do the math by yourself:
Providing there are 2 ball groups fighting 50 vs 50 and all spam AOE
That means that there are 100 AOEs per seconds
100 Aoes per second each hitting 50 players that's 5000 damaging hits per seconds.
There are bufs debufs that has to be calculated as well
Each of this hit can proc other abilities.
There is so much calculus to do that even the 6 person cap does not help to solve the lag issues.
starkerealm wrote: »It's a good thing freedom of speech means nothing to ZOS
Freedom of speech and, so far as that goes, First Amendment protections only protect you from government action. It does not affect non-state actors; that is to say anyone on the internet.
When you invoke the first amendment, what you're really saying is, "I have no argument for my position except, what I said was not so stupid/offensive as to literally be illegal."
If someone is stupid enough to stand in a big red circle then its their own fault. If they are dumb enough to stand next to 20 people and not move as the captapult shot hits them, there fault.
Where AOE caps are needed and a hell of a lot more needs to be done is in the caster centered AOE such as bat swarm, steel tornado etc. There are just spammed over and over in a zerg train, one ability that hits 6 people shouldn't out damage a single shot attack. These trains run through and thanks to lag and the speed boost abilities on the zerg train we just can't dodge them and die in seconds.
You are agreeable with turtling and creating a zone of permadeath at the entry point then? Come on. Think ahead. ZOS doesn't have time to experiment with stupid decisions and forcing people to poke holes in the keep like swiss cheese.
AOE caps is the first step, heal/buff caps is the second step. Implementing it correctly is hard.
There are caps on healing - the real difference is smart healing vs non-smart damage. AOE damage picks targets randomly, the more people in range, the less likely you are to take full damage.
On the other hand, healing prioritizes whoever has the lowest HP. So if your large group gets bombed with a lot of damage, the heals will bring up whoever is weakest, making the game very defensively skewed for survival.