Drummerx04 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.
With Update 17 aoe caps will be removed. I wonder what people think about the impact such a change will have on ball groups.
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
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.
What is a ball group ? a small sized group as in opposition to a zerg ?
VaranisArano 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.
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).
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.
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.
AddictionX wrote: »If you nerf healing they will just move on to stacking the shield utlimate.
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.
With Update 17 aoe caps will be removed. I wonder what people think about the impact such a change will have on ball groups.