It's not reasonable. If you have 10 people beating on you, why do 4 of them take less damage from you while you take full damage from all 10 of them? Most of the time unless you are a tank, that's a RIP situation, but there's a principle here. The group with more heals and damage by virtue of having more numbers is additionally given a damage reduction crutch.
And if there are 3 or 4 of you getting beat on by 10 -- a far more manageable situation -- every member of the smaller group is taking full damage from the larger group while the damage you do to them is artificially reduced.
It's not reasonable. If you have 10 people beating on you, why do 4 of them take less damage from you while you take full damage from all 10 of them? Most of the time unless you are a tank, that's a RIP situation, but there's a principle here. The group with more heals and damage by virtue of having more numbers is additionally given a damage reduction crutch.
And if there are 3 or 4 of you getting beat on by 10 -- a far more manageable situation -- every member of the smaller group is taking full damage from the larger group while the damage you do to them is artificially reduced.
Unless I missed or have forgotten about a change, healing is capped too. From a different POV, imagine the game with uncapped healing . Do you recall when Barrier and Cleanse were uncapped? Wouldn't that make AE heals OP?
antihero727 wrote: »So I know i'm no PvP expert or "elite" player, but I do really enjoy solo/small scale PvP and I remember a time when that was viable. The way mechanics work in PvP in order to be truly succesful you must run in a large group and bonus points for 3rd party voice comm. I'm not gonna bash those players, I play like that too from time to time and its rewarding. I do propose that ZoS improve the ability to solo/smallscale again.
ZoS should remove aoe Caps: I never really was sure what the point of aoe caps were to begin with. While the removal has several positives to it. Better enable outnumbered players to fight back, and reduce the amount of calculations both server and client side overall. Seems like a win win for everybody.
ZoS should re-implement dynamic ult: Perhaps the best way for outnumbered players to level the odds. The more I get hit, the more I heal, and the more players I hit, the faster my ult should raise, it makes perfect sense, and would allow me to win outnumbered. Not every time, but enough that solo/smallscale play would be viable again, and rewarding.
Neither of these options, either alone or together would overthrow the dominant meta of zerging, so any who prefer to play that way shouldn't feel he need to come here and P*ss on this post. These changes would only serve to make solo/smallscale funner, more viable, and more rewarding, while leaving large groups still the most powerful thing on the map, barring that now a few more of them will die when xv1ing, and there will be a few more wipes over all facing a small organized group.
Oh great someone watched a fengrush stream and has all of these "new ideas" on how to bring small scale back again. Clap clap clap and repeat slowly
Yolokin_Swagonborn wrote: »
- Bring back ground oils.
Yolokin_Swagonborn wrote: »
- Bring back ground oils.
Yolokin_Swagonborn wrote: »
- Bring back ground oils.
Yolokin_Swagonborn wrote: »
- Bring back ground oils.
Yolokin_Swagonborn wrote: »
- Bring back ground oils.
Yolokin_Swagonborn wrote: »
- Bring back ground oils.
Yolokin_Swagonborn wrote: »
- Bring back ground oils.
Yolokin_Swagonborn wrote: »A few ways they can do it is REVERT all the buffs to zergs they have been putting in the game.
Here are some examples:
- Completely remove the gap closer snare. This is the single WORST combat mechanics change since launch.
- Revert petty changes to class skills that reduce the ability to fight multiple players (e.g. fear affects less people now).
- Minor or major heroism if you are taking damage from over X amount of players. (aka poor man's dynamic ulti)
- Bring back ground oils.
- Bring back ground oils.
Yolokin_Swagonborn wrote: »
- Bring back ground oils.
Yolokin_Swagonborn wrote: »
- Bring back ground oils.
Yolokin_Swagonborn wrote: »
- Bring back ground oils.
Yolokin_Swagonborn wrote: »
- Bring back ground oils.
Yolokin_Swagonborn wrote: »
- Bring back ground oils.
Yolokin_Swagonborn wrote: »
- Bring back ground oils.
FFS they made Battlegrounds, use em. Yes, they could be improved but stop imagingin a Cyrodiil where everywhere you step there's an equal amount of opponents, or where your amazing group will wipe everybody by their sheer talent. That's never gonna happen.
To my understanding, the AOE caps are implemented to avoid situations where an ult dump would wipe even more than it already does, with, say, 4-5 people coordinating an ult bomb from stealth on 20+ players. While I agree that this kind of stuff is super fun when you're the perpretator, I don't think it's balanced gameplay in any way. And I don't particularly see either why skills should be designed to give an advantage on those who are outnumbered.
Not sure how AoE damage reduced to 75% for 7-24 targets is a huge deal. Certainly the drop at 25+ targets is so rare it's probably not worth speaking of.
I can understand the caps since healing has caps. Removing the small reduction of damage from AoE against large groups would probably give a larger advantage to large groups since they could more easily outdanage heals.
So numbers should always win, even if a smaller group is better organized and more skilled
I don't think there should be a system to artificially even odds for players who are outnumbered. It's so counter-intuitive. Winning outnumbered has value because the odds are against you; in theory. The kind of imbalances we had the first year in ESO PVP are why most people left in the first place. More easily mowing down players who are stacked because they're legitimately afraid of getting mowed down isn't going to make this game more popular.
The proper way to get players to stop stacking is to right-size competition. If players feel they're going to get wrecked in 5 seconds if they stray from the herd, then they won't stray from the herd. No one will play a game in which they don't believe they have an opportunity to be successful. The validation of a successful group shouldn't be the number of players they can fight, but rather the caliber of the opponents they defeat.
What this game needs are objectives that are attractive for confident and competent players to fight each other for -- reducing the competitive burden elsewhere. I think everyone would benefit from this.
Sometimes people falsely correlate the strong opinions I express here with over-confidence in my abilities. I get some pretty interesting tells. But I call myself a casual random. I think I do pretty well, but I'm past my prime and past the days of trying to be among the *very* best. At least individually. However, I was there at another point in my life and best vs best competition is, by far, the most gratifying for truly competitive players.
With all that said, small scale is very viable right now IMO. I think there are fewer large ball groups running than ever. There are a lot of times when it feels like there are only pugs and small to medium groups running.
So I know i'm no PvP expert or "elite" player, but I do really enjoy solo/small scale PvP and I remember a time when that was viable. The way mechanics work in PvP in order to be truly succesful you must run in a large group and bonus points for 3rd party voice comm. I'm not gonna bash those players, I play like that too from time to time and its rewarding. I do propose that ZoS improve the ability to solo/smallscale again.
ZoS should remove aoe Caps: I never really was sure what the point of aoe caps were to begin with. While the removal has several positives to it. Better enable outnumbered players to fight back, and reduce the amount of calculations both server and client side overall. Seems like a win win for everybody.
ZoS should re-implement dynamic ult: Perhaps the best way for outnumbered players to level the odds. The more I get hit, the more I heal, and the more players I hit, the faster my ult should raise, it makes perfect sense, and would allow me to win outnumbered. Not every time, but enough that solo/smallscale play would be viable again, and rewarding.
Neither of these options, either alone or together would overthrow the dominant meta of zerging, so any who prefer to play that way shouldn't feel he need to come here and P*ss on this post. These changes would only serve to make solo/smallscale funner, more viable, and more rewarding, while leaving large groups still the most powerful thing on the map, barring that now a few more of them will die when xv1ing, and there will be a few more wipes over all facing a small organized group.
I don't think there should be a system to artificially even odds for players who are outnumbered. It's so counter-intuitive. Winning outnumbered has value because the odds are against you; in theory. The kind of imbalances we had the first year in ESO PVP are why most people left in the first place. More easily mowing down players who are stacked because they're legitimately afraid of getting mowed down isn't going to make this game more popular.
The proper way to get players to stop stacking is to right-size competition. If players feel they're going to get wrecked in 5 seconds if they stray from the herd, then they won't stray from the herd. No one will play a game in which they don't believe they have an opportunity to be successful. The validation of a successful group shouldn't be the number of players they can fight, but rather the caliber of the opponents they defeat.
What this game needs are objectives that are attractive for confident and competent players to fight each other for -- reducing the competitive burden elsewhere. I think everyone would benefit from this.
Sometimes people falsely correlate the strong opinions I express here with over-confidence in my abilities. I get some pretty interesting tells. But I call myself a casual random. I think I do pretty well, but I'm past my prime and past the days of trying to be among the *very* best. At least individually. However, I was there at another point in my life and best vs best competition is, by far, the most gratifying for truly competitive players.
With all that said, small scale is very viable right now IMO. I think there are fewer large ball groups running than ever. There are a lot of times when it feels like there are only pugs and small to medium groups running.
Quoted, because can’t add much, besides ‘Exactly!’.