Exactly, these changes are not final which is why
people who are opposed to it MUST post about how and why they are opposed to it. Feel free to disagree with them and post on why the changes should be kept, but stuff like "Grow up little boy" and "this is not a game for you" is out of place.
Anywho. Like i said,until somone can come in with hard facts saying this is bad and show why....majority of people's concerns in a game is based on opinion and fluid as opinions change day to day. Should they change their position every day because people change theirs (sorry but I hope we don't have politicians running this game or we are screwed).
I understand you don't like the changes but considering those that are on the PTS realm have had little to no long term experience with the change, developers will be less inclined to take people's opinions as the data won't be there to back it up.
AoE cap has been done in many game and PvP failed miserably, mostly because of indestructible zerg groups. Bombs groups being hugely succesful is good for the game since it will break the zerg in multiple, smaller and more managable groups once people figure out that they get wiped by that, making the fights much better.
Explain something for me....how say four sorc dropping a storm atro onto a Zerg group of 50 not break things up?
4x6=24 there goes almost half the Zerg....are you saying your coordinated group is so weak they cannot follow up one move from four people to further break apart that now much smaller Zerg?
Oblongship wrote: »Exactly, these changes are not final which is why
people who are opposed to it MUST post about how and why they are opposed to it. Feel free to disagree with them and post on why the changes should be kept, but stuff like "Grow up little boy" and "this is not a game for you" is out of place.
Anywho. Like i said,until somone can come in with hard facts saying this is bad and show why....majority of people's concerns in a game is based on opinion and fluid as opinions change day to day. Should they change their position every day because people change theirs (sorry but I hope we don't have politicians running this game or we are screwed).
I understand you don't like the changes but considering those that are on the PTS realm have had little to no long term experience with the change, developers will be less inclined to take people's opinions as the data won't be there to back it up.
AoE cap has been done in many game and PvP failed miserably, mostly because of indestructible zerg groups. Bombs groups being hugely succesful is good for the game since it will break the zerg in multiple, smaller and more managable groups once people figure out that they get wiped by that, making the fights much better.
Explain something for me....how say four sorc dropping a storm atro onto a Zerg group of 50 not break things up?
4x6=24 there goes almost half the Zerg....are you saying your coordinated group is so weak they cannot follow up one move from four people to further break apart that now much smaller Zerg?
You assume everyone hits a different' target...
There is no control on what your AoE hits man.
Oblongship wrote: »Exactly, these changes are not final which is why
people who are opposed to it MUST post about how and why they are opposed to it. Feel free to disagree with them and post on why the changes should be kept, but stuff like "Grow up little boy" and "this is not a game for you" is out of place.
Anywho. Like i said,until somone can come in with hard facts saying this is bad and show why....majority of people's concerns in a game is based on opinion and fluid as opinions change day to day. Should they change their position every day because people change theirs (sorry but I hope we don't have politicians running this game or we are screwed).
I understand you don't like the changes but considering those that are on the PTS realm have had little to no long term experience with the change, developers will be less inclined to take people's opinions as the data won't be there to back it up.
AoE cap has been done in many game and PvP failed miserably, mostly because of indestructible zerg groups. Bombs groups being hugely succesful is good for the game since it will break the zerg in multiple, smaller and more managable groups once people figure out that they get wiped by that, making the fights much better.
Explain something for me....how say four sorc dropping a storm atro onto a Zerg group of 50 not break things up?
4x6=24 there goes almost half the Zerg....are you saying your coordinated group is so weak they cannot follow up one move from four people to further break apart that now much smaller Zerg?
You assume everyone hits a different' target...
There is no control on what your AoE hits man.
If a target is getting hit by multiple aoe...what usually happens? It dies that much faster and then a new target is chosen for the duration.
tonyglissonb14_ESO wrote: »This change to AOE will cause me to take my money elsewhere.
Lol then obviously you are not the type of player that ZOS should try to keep if you run at this change.
I doubt anyone would leave over a single change, but there is always the straw that breaks the camels back. If this change goes live I won't personally quit over it, but it will cause me to completely change the spec path I built my Templar around which will really disappoint me. If I can't find another spec that I enjoy I can tell you that the chances of me sticking around will be slim.
I hate to say it but maybe for many of you posting in this thread, a constantly evolving game world is not for you. Seems you prefer a more static world. Offline seems to be your best fit. Let me guess, for many of you you have played a lot of mmo style games but never stick around longer than six months to a year. Every little change you find fault with in some way or every little choice or something is not fixed fast enough to your standards and you come to the forums to gripe or express your displeasure about how they need to work to your time table.
Little boy....grow up.
Awww man, guess what guys? People abused the system so it gets changed, thats what happens when you cant respect what the developers give you. People were AE farming 3-4 group because their AEs hit every single target, this is what you would call abuse, you want them to stop making changes like this then stop abusing the system. It sucks but it is necessary and guess what, you will get over it or go play another game
Oblongship wrote: »Oblongship wrote: »Exactly, these changes are not final which is why
people who are opposed to it MUST post about how and why they are opposed to it. Feel free to disagree with them and post on why the changes should be kept, but stuff like "Grow up little boy" and "this is not a game for you" is out of place.
Anywho. Like i said,until somone can come in with hard facts saying this is bad and show why....majority of people's concerns in a game is based on opinion and fluid as opinions change day to day. Should they change their position every day because people change theirs (sorry but I hope we don't have politicians running this game or we are screwed).
I understand you don't like the changes but considering those that are on the PTS realm have had little to no long term experience with the change, developers will be less inclined to take people's opinions as the data won't be there to back it up.
AoE cap has been done in many game and PvP failed miserably, mostly because of indestructible zerg groups. Bombs groups being hugely succesful is good for the game since it will break the zerg in multiple, smaller and more managable groups once people figure out that they get wiped by that, making the fights much better.
Explain something for me....how say four sorc dropping a storm atro onto a Zerg group of 50 not break things up?
4x6=24 there goes almost half the Zerg....are you saying your coordinated group is so weak they cannot follow up one move from four people to further break apart that now much smaller Zerg?
You assume everyone hits a different' target...
There is no control on what your AoE hits man.
If a target is getting hit by multiple aoe...what usually happens? It dies that much faster and then a new target is chosen for the duration.
Again assuming the AoEr is still alive.
It cause MUCH less confusion when only a small portion of the zerg is being hit...the players not being hit can adjust quicker and kill the smaller team.
I see two types of arguments in this thread.
On one hand we have people (like myself) who don't like this change because it negates the importance of skill, positioning, timing, and teamwork.
On the other hand, you have people who do like this change, because in their opinion AOE abilities are overpowered.
AOE abilities have a direct counter. They aren't one hit "I win" buttons. You literally have to be within a small radius of the spells effect. Some would argue that spreading out or crowd control is a counter to this.
On the other hand, zergs have a counter. This counter is uncapped aoe abilities. If aoe abilities are given a cap then this counterplay disappears.
What seems more logical? A loading screen tip stating that clumping together leaves you vulnerable to AOE abilities so stay spread out? Or completely destroying one of the best PvP aspects of this game thereby eliminating a popular playstyle?
Skill and teamwork should have more of an impact on the outcome of a fight than sheer numbers. AOE makes this possible.
If you clump together you should die. It's as simple as that. Bosses all over the game have this mechanic, why shouldn't players have it too?
Hope this doesn't go to live. They need to just adjust costs/damage or radius for aoe's. Not cap it the amount of people.
This game is about the visuals and paying attention to what is on your screen. If there is an aoe around and I'm not being damaged by it then that is wrong.
They wanted us to play smart. Now everyone is going to stack on top of each other, that's not playing smart just exploiting the mechanics and people have complained about that happening already with different things.
Daethzb14_ESO wrote: »Limiting Dragonknights Inhale to 3 targets ruins its viability as an AoE entirely.
Mabye your fighting 4 targets, 1 of which is a boss and suddenly your spell decides to hit everyone but the boss? That would be bull.
Daethzb14_ESO wrote: »Limiting Dragonknights Inhale to 3 targets ruins its viability as an AoE entirely.
Mabye your fighting 4 targets, 1 of which is a boss and suddenly your spell decides to hit everyone but the boss? That would be bull.
Wait I missed that...where does it say only 3 targets for inhale?
Oblongship wrote: »Daethzb14_ESO wrote: »Limiting Dragonknights Inhale to 3 targets ruins its viability as an AoE entirely.
Mabye your fighting 4 targets, 1 of which is a boss and suddenly your spell decides to hit everyone but the boss? That would be bull.
Wait I missed that...where does it say only 3 targets for inhale?
Yeah man, makes the skills pretty much useless.
I see two types of arguments in this thread.
On one hand we have people (like myself) who don't like this change because it negates the importance of skill, positioning, timing, and teamwork.
On the other hand, you have people who do like this change, because in their opinion AOE abilities are overpowered.
AOE abilities have a direct counter. They aren't one hit "I win" buttons. You literally have to be within a small radius of the spells effect. Some would argue that spreading out or crowd control is a counter to this.
On the other hand, zergs have a counter. This counter is uncapped aoe abilities. If aoe abilities are given a cap then this counterplay disappears.
What seems more logical? A loading screen tip stating that clumping together leaves you vulnerable to AOE abilities so stay spread out? Or completely destroying one of the best PvP aspects of this game thereby eliminating a popular playstyle?
Skill and teamwork should have more of an impact on the outcome of a fight than sheer numbers. AOE makes this possible.
If you clump together you should die. It's as simple as that. Bosses all over the game have this mechanic, why shouldn't players have it too?
To be honest, two people killing a zerg due to uncapped aoe abilties does not skilled play make.
What would you call two people wiping a zerg through aoe abilties? Their other option is to nerf all aoe abilties independently...I think that would go over just as well as this change.
Could not agree more that this is a horrible decision that should never see the light of day! Please vote in the poll here to show them how many of us hate this idea! http://forums.elderscrollsonline.com/discussion/88049/do-you-think-there-should-be-an-aoe-cap
OP, if you could put that poll in the original post, that would be amazing. We cannot make polls in this thread, so I had to make it in the Alliance Tactics thread since it affects PvP the most.
Oblongship wrote: »Could not agree more that this is a horrible decision that should never see the light of day! Please vote in the poll here to show them how many of us hate this idea! http://forums.elderscrollsonline.com/discussion/88049/do-you-think-there-should-be-an-aoe-cap
OP, if you could put that poll in the original post, that would be amazing. We cannot make polls in this thread, so I had to make it in the Alliance Tactics thread since it affects PvP the most.
I would really love to. Could you assist me by explaining how? I couldn't find the option.
If a zerg dies to 2 people using AoE moves, maybe they shouldn't be staying bunched up hm?
I see two types of arguments in this thread.
On one hand we have people (like myself) who don't like this change because it negates the importance of skill, positioning, timing, and teamwork.
On the other hand, you have people who do like this change, because in their opinion AOE abilities are overpowered.
AOE abilities have a direct counter. They aren't one hit "I win" buttons. You literally have to be within a small radius of the spells effect. Some would argue that spreading out or crowd control is a counter to this.
On the other hand, zergs have a counter. This counter is uncapped aoe abilities. If aoe abilities are given a cap then this counterplay disappears.
What seems more logical? A loading screen tip stating that clumping together leaves you vulnerable to AOE abilities so stay spread out? Or completely destroying one of the best PvP aspects of this game thereby eliminating a popular playstyle?
Skill and teamwork should have more of an impact on the outcome of a fight than sheer numbers. AOE makes this possible.
If you clump together you should die. It's as simple as that. Bosses all over the game have this mechanic, why shouldn't players have it too?
To be honest, two people killing a zerg due to uncapped aoe abilties does not skilled play make.
Vamp needs a nerf. I completely agree with that. It's dumb. (If that's even what you're talking about)
With that said, I haven't seen anything else that really screams overpowered to me. I've gotten caught with bad positioning and lived because I spread out from the clump as soon as I realized AOEs were being dropped.
If you and a dozen other people stand in range of 5 people spamming impulse, you should die. It isn't that hard to spread out. It isn't that hard to use crowd control.
Let me give you some perspective on my thoughts on the issue:
Pretend Bob plays a melee class. Bob only has melee abilities on his bar. I'm talking a bar filled to the brim with 7 meter range abilities. He has no gap closers, CC immunities, etc.
Now say Bob gets attacked by a bow nightblade. The nightblade has snares, knock backs, and ranged damage.
Bob tries to fight back, but he doesn't have the proper abilities on his bars. Every time he gets close, the nightblade gets away from him.
Bob dies, and gets upset. Bob thinks that ranged abilities need a nerf. He doesn't think that the way he plays the game needs to change, he's doing FINE. It's those NIGHTBLADES that are too overpowered, they need a nerf.
Now if Bob had some gap closers and crowd control on his bars, he would have had a chance. Just because Bob doesn't understand the counters to a specific playstyle doesn't mean that the playstyle is inherently broken, it just means that Bob needs to find a way to beat that playstyle.
PvP games, especially the best ones, rely on an ever-changing metagame. New strategies evolve to beat the "best strategies" that exist. A beats B, so B becomes popular. C beats B, so now C becomes popular. Just because something is difficult to counter doesn't mean it deserves a massive nerf. Only when strategies and abilities have no counter at all do they need to be nerfed.
I've said it before and I'll say it again:
Area of Effect abilities have a direct counter (read: they can be beaten)
Spread out.
Don't stand close to each other and you obliterate the usefulness of AOE abilities.
Use crowd control. Have you seen what happens to these smaller numbers when they get crowd controlled, even for a few seconds? They get annihilated.
Using your example it would give the impression of an uncoordinated group vs another uncoordinated group.
Let me stress something. Only an uncoordinated group will drop their AoE abilities close or on top of each other. A coordinated group will spread their AoE abilities out (usually the four corners) to maximize their damage output and limit the ability of runners. That only requires four players to continuously cast their strongest AoE abilities.
That poses a problem as four players who play smart can wipe a potential group of 50 or more players quite easily due to how the mechanics of AoE currently work. (this does not take into account of level/gear/experience of the zerg group (which in most cases are full of newbie players to pvp combat)).
We have already seen plenty of threads calling for nerfs for numerous AoE abilities to individual classes. Would you prefer they take that route? Honest question. So far I have seen a lot of complaining but very few (read none) possible alternate solutions to the problem at large.
Using your example it would give the impression of an uncoordinated group vs another uncoordinated group.
Let me stress something. Only an uncoordinated group will drop their AoE abilities close or on top of each other. A coordinated group will spread their AoE abilities out (usually the four corners) to maximize their damage output and limit the ability of runners. That only requires four players to continuously cast their strongest AoE abilities.
That poses a problem as four players who play smart can wipe a potential group of 50 or more players quite easily due to how the mechanics of AoE currently work. (this does not take into account of level/gear/experience of the zerg group (which in most cases are full of newbie players to pvp combat)).
We have already seen plenty of threads calling for nerfs for numerous AoE abilities to individual classes. Would you prefer they take that route? Honest question. So far I have seen a lot of complaining but very few (read none) possible alternate solutions to the problem at large.
Yes, I would much rather skills be addressed individually than have a blanket and substantial nerf on AOE as a whole.