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Impact of AoE cap removal on ball groups

  • dennissomb16_ESO
    dennissomb16_ESO
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    Everything will stay the same.
    This will have very little effect on the organized ball groups. The ball groups will be able to kill pugs a little faster and that is about it. All the things that make an organized ball group tough to kill (without an equal ball group) remain in the game.

    The change will have a bigger effect on large less organized groups/zergs. The unorganized masses standing on a flag now have the potential to take more damage
  • Ranger209
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    frozywozy wrote: »
    Drummerx04 wrote: »
    frozywozy wrote: »
    Sanct16 wrote: »
    With Update 17 aoe caps will be removed. I wonder what people think about the impact such a change will have on ball groups.

    Everything is relative to the amount of players you are fighting.

    Let say the ballgroup (12-16) is fighting 5 stam wardens who run Shalk, Dawnbreaker, Steel Tornados, the removal of Aoe caps is a nerf to the ballgroup. On the other end, if the ballgroup is fighting an entire enemy faction, this will be a buff.

    What I'm the most excited about is the performance increase latency wise from the removal of so many calculations on the server. This should be promising and a great way forward.

    You can expect to be massively disappointed by expecting a latency improvement.

    All AoE caps amounted to - calculation wise - was a damage modifier when iterating over a list.

    Essentially:
    local targetList = GetInRangeTargets(player, range)        -- this is the actual expensive part of an AoE
    local count = 0
    for p in targetList do
      local damageAmount = CalculateDamageAmount(attack, p) -- Whatever ZOS's damage formula is
      -- determine AoE cap strength.
      if count < 6 then
        damageAmount = damageAmount * 1
      elseif count < 30 then
        damageAmount = damageAmount * 0.75
      else
        damageAmount = damageAmonut * 0.50
      end
      p.ApplyDamage(damageAmount)  -- apply the damage to the current player
      count = count + 1
    end
    

    In essence if ZoS coded the damage calculations decently in the first place, AoE caps add such a nominal overhead as to be almost completely irrelevant.

    I have no idea why you're saying that the Aoe Caps are not heavy on the server. Brian Wheeler already explained in a ESO Live the weight that Aoe Caps put on the server because it has to do several of check per player cast and take into consideration the range of every single player around and prioritize the closest first and then distribute the damage to each of them. Also, it does not mean that a player is ignored by the AOE caps that the server doesn't query its client. Brian explained it very clearly and it made sense. We are about to see a big improvement, trust me.

    The problem is it will still do it for all the side effects, snare, root, stun, etc. I wish they would just get rid of it completely.
  • Fel
    Fel
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    Everything will stay the same.
    Sanct16 wrote: »
    With Update 17 aoe caps will be removed. I wonder what people think about the impact such a change will have on ball groups.

    nothing will Change...
    ...Players who like zerging, will Keep zerging,
    ...Players who play solo dont care anyway,
    ...Players who Play smallscale will Keep playing smallscale,
    ...good ball grps will adapt to any change they are faced with and see any possible nerf to them as an opportunity to improve their gameplay, wheter it will be a buff or a nerf to them in some situations....and there are no bad ball grps, they are simply called zerglings

    "We want to encourage more tactical group play where players are encouraged to spread out instead of stacking in a tight ball. We’re still evaluating this aspect of AoE caps, and will make adjustments in the future as necessary"

    ...the only Thing the Change tells us is, after all these years zenimax still has no idea how to improve or punish a certain Kind of gameplay. not a single Player in this game will consider to stop zerging or stackign up just because of that Change and good ball grps are probably about the most tactical gameplay you can find in larger scope battles.

    how many times did they Change this particular mechanic instead of working on the fundamental issues? couple of Patches and it will Change again ..
    Edited by Fel on January 10, 2018 1:53AM
  • Goshua
    Goshua
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    It's a buff.
    A more efficient- versatile slaughter machine, and the people in these groups aren't stuck together and not well aware of when to be together and when to scatter a little.

    I'm a little worried healing won't keep up with the added damage, maybe that's the idea, who knows.
    Not to mention there is no change to purge or barrier (~x ally targets).
  • Avaglaor
    Avaglaor
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    It's a buff.
    For the current state of -Vivec EU pc- its a buff, zergs are getting bigger day by day.

    I would say that things will go the same after a while but at the beginning of the patch ~16man ball groups will get a buff of 25-50% more dmg against the ~60man zergs.

    On the other hand I believe that the ball groups will be able to survive that 25-50% more dmg on them (unless they fight against another ball group).
  • Ixtyr
    Ixtyr
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    Everything will stay the same.
    It's going to have virtually zero impact on how ball groups play, as far as I'm concerned. More damage coming in, more damage also going out.

    I'm still going to do 3x as much damage to your group of 6 with mine of 18, whether you do more damage to me with your group of 6 is of fairly minimal consequence. I'll adapt and you'll still QQ about how unfair it is.
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  • Kram8ion
    Kram8ion
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    It's a buff.
    But situational
    Also people will slot skills they didn’t before to test which will fuel nerf posters before it dies down
    Aussie lag is real!
  • Kiara
    Kiara
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    Everything will stay the same.
    It will be better for small organized teams to fight zergs, but things will mostly be the same the way it is right now.
  • Derra
    Derra
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    It's a nerf.
    I think some of the ballgrp players underestimate how often they actually benefit from aoe caps (basically every time they purge inevitable det btw).

    If it improves performance however it might be a buff as the main reason to die is not being able to cast abilities.
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  • Galalin
    Galalin
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    It's a nerf.
    For those of you claiming this is a buff... Mwahahaha!. For those of you who Pv{'ed when Aoe did not exist you know why im laughing. Best and most significant change to PvP since Aoe Caps were implimented. Prepare to get farmed Zergs.

    Warden Scrub Out
  • VoiDGhOs7
    VoiDGhOs7
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    It's a nerf.
    On paper its a nerf but we'll see how it affects the performance once it hits the live server, zergs/large groups will have a counterplay and hopefully they will think twice before stacking the whole faction in one place.
  • Xsorus
    Xsorus
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    It's a nerf.
    Galalin wrote: »
    For those of you claiming this is a buff... Mwahahaha!. For those of you who Pv{'ed when Aoe did not exist you know why im laughing. Best and most significant change to PvP since Aoe Caps were implimented. Prepare to get farmed Zergs.

    Warden Scrub Out

    Sorry, i can't take anyone seriously who thinks the best change to pvp in this game was aoe caps...

    You have to be extra level bad to believe that.

  • Galalin
    Galalin
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    It's a nerf.
    Xsorus wrote: »
    Galalin wrote: »
    For those of you claiming this is a buff... Mwahahaha!. For those of you who Pv{'ed when Aoe did not exist you know why im laughing. Best and most significant change to PvP since Aoe Caps were implimented. Prepare to get farmed Zergs.

    Warden Scrub Out

    Sorry, i can't take anyone seriously who thinks the best change to pvp in this game was aoe caps...

    You have to be extra level bad to believe that.

    Oh please enlighten this baddie then, I'm not sure if my interpretation of your writing is wrong but I in no way said the best change to the game was the addition of AoE caps. It will be the removal of them.
    Edited by Galalin on January 14, 2018 1:58AM
  • lao
    lao
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    Everything will stay the same.
    that change alone wont rly change much. for organized groups it will be a significant buff when fighting random scrubs who cant coordinate their dmg anyway so only thing chanigng here is that the scrubs can now die all at once instead of 6 at a time.

    organized group vs organized group might become abit more interesting albeit still kinda braindead. in order to make group pvp in eso somehow appealing alot more needs to change. what this game really needs is a very accessable form of spammable negate or aoe silence. something that makes running in a ball extremely detrimental so a good split on inc and positioning actually matters. also strong healing spells should be single target spells that actually require a target. all those fire and forget random target heals and ground aoe heals can stay in the game but they shouldnt have any burst potential.

    "but this will only help zergs and make fighting outnumbered super hard" you´re gonna say. yes in a way that is sort of correct but there is alot of tools to deal with that ingame already that arent quite used in a proper way (if at all) atm because running a ball group is efficient and super easy to execute.

    nevertheless its a welcomed change and a step into the right direction.
  • Galalin
    Galalin
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    It's a nerf.
    Such as that cancer earthgore
  • ViciousBunnii
    ViciousBunnii
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    Everything will stay the same.
    The guild I run with actually thinks it's hilarious when some of the guildies get flattened like pancakes while standing on the flags (they never learn their lesson). Especially me. I love standing stealth outside of the ball to watch for bombers. So entertaining. We laugh, compliment and move on. So yea...nothing will change, except maybe more laughs and compliments. ;)
    PC/NA

    Forever salty about the Shadow Rider Senche
  • Asmael
    Asmael
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    It's a buff.
    Depends on which perspective I guess - in my own, it's a buff. I rarely get to fight enough people for AoE caps to really matter in PvP, so from a gameplay POV, it will barely be noticeable. The most important difference I'd expect is for bomber builds, since you're now guaranteed to hit squishy targets when bombing stacked up PuGs at flags. Everyone else will see no or little difference.

    From a performance POV however, it is definitely an improvement, both because less conditions have to be validated and because will die (slightly) faster.

    I do not think it will change anything to how people play in Cyrodiil, but things should be at least a lil' bit smoother.
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  • Markrox
    Markrox
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    Organised groups will still farm pugs blobs.
    Pugs blobs will still complain about organised groups.
    Large scale combat will still be complete garbage.
    Players who think large scale combat in ESO is good will continue to be wrong.
    Server will still lag.

    Positive change for smaller groups who got swamped and could only ult 6 people.
    PC | EU | DC
    [PvP]
  • Crom_CCCXVI
    Crom_CCCXVI
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    uh, so going back to the way things used to be? LOL, yeah it was better before the cap, there was never a reason for it to begin with.
  • Morgul667
    Morgul667
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    What is a ball group ? a small sized group as in opposition to a zerg ?
  • VaranisArano
    VaranisArano
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    Morgul667 wrote: »
    What is a ball group ? a small sized group as in opposition to a zerg ?

    In this case, a ball group is an organized group of players that follows a leader and stays very close together so that their damage and healing stacks, making them hard to pick apart and kill. There have always been organized raids like that, but the most recent iteration where some of the ball groups don't have much damage except for their ultimates and instead run a bunch of healers and earthgore sets while adopting a strategy of running, moving, and healing until their ultimates are up and then turning around for a destro ulti pain train seems particularly annoying. I personally don't mind their tactics but I do mind how much certain of those groups are relying on Earthgore to protect them from everyone else.
  • Morgul667
    Morgul667
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    Morgul667 wrote: »
    What is a ball group ? a small sized group as in opposition to a zerg ?

    In this case, a ball group is an organized group of players that follows a leader and stays very close together so that their damage and healing stacks, making them hard to pick apart and kill. There have always been organized raids like that, but the most recent iteration where some of the ball groups don't have much damage except for their ultimates and instead run a bunch of healers and earthgore sets while adopting a strategy of running, moving, and healing until their ultimates are up and then turning around for a destro ulti pain train seems particularly annoying. I personally don't mind their tactics but I do mind how much certain of those groups are relying on Earthgore to protect them from everyone else.

    Thanks for the explanation
  • DTStormfox
    DTStormfox
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    It's a nerf.
    From my point of view it is a nerf. Most ballgroups benefit from the fact that they are >12 players and do not all receive full damage from aoes.

    I run mostly solo or with my guild group of about 6-12 people, and especially when solo I notice the limitations aoe caps create when facing more enemies than the aoe cap allows me to damage.

    Aoe caps mostly benefitted the ball groups because they can damage more than 12 players at the same time, because they have more aoe abilities active at the same moment. When running solo against these groups which are larger than the aoe caps, most of the damage the solo player could deal, is nullified by that system.

    Ball groups will still be able to outheal a lot of damage and outmanoeuvre zergs, yet they will become more vulnerable to smaller organised groups. So essentially it is both a buff and nerf at the same time.
    Only responds to constructive replies/mentions

    Immortal-Legends Guild Master
    Veteran PvP player


  • Hexys
    Hexys
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    Everything will stay the same.
    Avaglaor wrote: »
    For the current state of -Vivec EU pc- its a buff, zergs are getting bigger day by day.

    I would say that things will go the same after a while but at the beginning of the patch ~16man ball groups will get a buff of 25-50% more dmg against the ~60man zergs.

    On the other hand I believe that the ball groups will be able to survive that 25-50% more dmg on them (unless they fight against another ball group).

    Specially when the guilds join the zerg right? :trollface:
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  • AddictionX
    AddictionX
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    Everything will stay the same.
    If only 1 aoe could be active at a time, purge works only on caster, and snare removal worked on caster.... for pvp it would be the cure of the cancer.

    In theory you (zenimax) made it possible to stack the population cap for a single faction the following:

    At the moment they can stack infinite healing to not worry about incoming damage.

    Stack an infinite number of snare removal unlimited number of times.

    Stack an infinite number of damage AoE.

    If you nerf healing they will just move on to stacking the shield utlimate.

    AoE stacking is a problem because it is allowed and introducing more AoE is WRONG.

    AoE's should be restricted in cyrodil to only 1 at a time within close proximity to one another, and that one aoe should be ground-based and not move with the caster.

    With AoE that move with the caster you can be on the other side of a wall with no possible way for them to reach you by physical/or ranged means yet you will still take full damage even when you're not supposed to cause its clipping through all terrain and walls.
    Edited by AddictionX on January 20, 2018 11:20PM
  • Yolokin_Swagonborn
    Yolokin_Swagonborn
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    The fact that every 2014 Batpulse monkey spammer that has ever spammed seems to be returning to this game is a good indication of who this change will buff, and what PvP will look like post patch.
  • DivineFirstYOLO
    DivineFirstYOLO
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    AddictionX wrote: »
    If only 1 aoe could be active at a time, purge works only on caster, and snare removal worked on caster.... for pvp it would be the cure of the cancer.


    So small groups should only use one ultimate at a time, but 30 men zergs can still light attack you to death? Is that fair?
    There are so many snares in this game..if you nerf purge you won't be able to move any more...

    AddictionX wrote: »
    With AoE that move with the caster you can be on the other side of a wall with no possible way for them to reach you by physical/or ranged means yet you will still take full damage even when you're not supposed to cause its clipping through all terrain and walls.

    First time i see somebody complaining about this.. just move away from that dangerous wall.

    Also:
    AddictionX wrote: »
    If you nerf healing they will just move on to stacking the shield utlimate.

    New meta confirmed

    About topic: for me it is difficult to say right now since i haven't been playing before the introduction of AOE caps...on the one hand it will be easier to destroy zergs by using VD, on the other hand your healers will have more work to do.


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  • xeNNNNN
    xeNNNNN
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    It's a nerf.
    DTStormfox wrote: »
    From my point of view it is a nerf. Most ballgroups benefit from the fact that they are >12 players and do not all receive full damage from aoes.

    I run mostly solo or with my guild group of about 6-12 people, and especially when solo I notice the limitations aoe caps create when facing more enemies than the aoe cap allows me to damage.

    Aoe caps mostly benefitted the ball groups because they can damage more than 12 players at the same time, because they have more aoe abilities active at the same moment. When running solo against these groups which are larger than the aoe caps, most of the damage the solo player could deal, is nullified by that system.

    Ball groups will still be able to outheal a lot of damage and outmanoeuvre zergs, yet they will become more vulnerable to smaller organised groups. So essentially it is both a buff and nerf at the same time.

    Too be fair, it really depends on the playstyle of the player on whether its a nerf or a buff.

    i.e Im a bombblade, so imo this is a buff. Not a huge one but enough of one for me too be pleased with the change.

    There is an argument that "oh well, but if your a solo player you wont kill more than 6 people!" - Simply not true, its all about timing and prep. People make mistakes, they dont stack like they used too which is a fair point but a lot of the time people will do it unintentionally. Ive found the perfect time for bombing too be when a group tries too push a breach together if you land right in the middle of them off the wall with proxy about too pop and fully buffed then you tether you will kill most bad groups. Coordinated ones ive found I can only get them down too half then the healing pops.

    When it comes too coordinated groups, I doubt much will change but if i am running my bombblade with my friends and we do it at the same time then perhaps we can do it, it just depends on how much healing and mitigation they actually have.

    For pugs or weaker less coordinated groups I honestly think it will be much easier for even pugs to hold them off. Its a nerf too the unprepared and buff too the prepared imo.

    If you're not an AoE build then it most likely will feel like things will stay the same or slightly worse.

    Will this change anything overall? probably not.


    Just a note; I voted its a nerf because a majority of non bomb builds and non-zergs will feel like this hurts them more than it will do anything else and then theres the uncoordinated groups they will find it harder to deal with as people will clamoring to use AoEs more in defence of a keep or too beat back the zerg.
    Edited by xeNNNNN on January 24, 2018 5:20PM
    Ah, e-communities - the "pinnacle" of the internet............yeah, right.
  • usmcjdking
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    Sanct16 wrote: »
    With Update 17 aoe caps will be removed. I wonder what people think about the impact such a change will have on ball groups.

    Fairly large impact. It means one well built AOE glass cannon has the potential to pop a LOT of Earthgores.
    0331
    0602
  • PainfulFAFA
    PainfulFAFA
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    Everything will stay the same.
    Sanct16 wrote: »
    With Update 17 aoe caps will be removed. I wonder what people think about the impact such a change will have on ball groups.

    Coming from a player that pvped when there was no AOE cap, i see this as a buff for solo pvp (Looking at VD) and nothing else for zergs. They'll just kill themselves alot faster but soloers still take the same damage...unless something changed within these past 6 months i was gone... i havent been this excited to PvP in a long LOOOOOOOONG time... this DLC im definitely BACK to check it out


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