ruzlb16_ESO wrote: »Agreed - can can kinda see having the cap on damaging AOEs (even though I disagree with it), but for negate it's stupid.
@Luvsfuzzybunnies
I'm not sure what your rant has to do with Negate Magic or AoE Caps.
You seem to be randomly spewing nonsense about general class balance.
If you'd like to continue doing so, I suggest doing it in another thread. You're off topic and if it continues I'll be reporting it as such.
Anyway, this isn't a Sorc thing. I also think Caltrops should have a much higher target cap or none at all since its an AoE. Nova and Dragon Knight standard should have no caps. Basically anything ground based that can be moved out of.
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If negate magic had no cap a single sorc could negate the efforts of 100 other players with a single keystroke. Pretty OP.
6 players countered by 1 player pushing 1 button is pretty powerfull as it is.
ChairGraveyard wrote: »Yep, Negate Magic is already limited in usefulness in PvP - with a 6 target cap it will be basically useless entirely.
It also makes it very weak in PvE, as right now it's a semi-effective "Oh crap!" skill to get you out of trouble, but if it only affects a handful of mobs, e.g., in a 4-man dungeon, it won't be useful for that either.
AOE cap in general is quite the disappointment, for anything, do not approve.
But I guess we'll have to bear with it, zergers wanna zerg.
"Elitists" will ruin all the fun and gameplay experience for normal "casual" players.
They pay the bills, it's a financial decison.
That's not a half bad idea actually.ruzlb16_ESO wrote: »I'd also be happy if they kept the 6-taget cap and moved it from an Ultimate to a normal Majicka ability.
@TheGrandAlliance
Elite whine is a new concept for me, lol. Seems its usually "noob whine" that ruins MMOs. I know that people have already left this game because they're concerned that AoE caps will remove the ability of small, organized, and skilled groups to take out large, mindless, unskilled zergs.
But on this ability in particular I just don't understand the rationale behind it.
Like I said earlier though, I'd settle for AT LEAST a bit of clarification about how the target cap system works in this game.
Say there are 10 players rushing through a keep breech. Of these 10 players 6 of them are shield spamming stamina based DKs (FOTM right now.) The other four are split evenly between 2 magicka based healers and 2 magicka based ranged DPS'ers.
Now if I drop Negate Magic on that group, how does the game determine who gets hit? What if it hits the 6 stamina based DKs? What good has the spell done me if the healers can still heal and the damagers can still damage.
If someone else drops a second Negate Magic, will it hit the 4 unaffected targets? Or is the process random, meaning that there could be overlap, leading to some of the magicka based characters being unaffected? You'd hope two Negate Magics with a 6 target cap each can hit 10 people if they are overlaid. But who knows?
@Luvsfuzzybunnies
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That's not a half bad idea actually.
They could replace Daedric Mines or Rune Prison with Negate Magic and then give us a real Ultimate instead.
It's not about Negate Magic. You can't have GT spells with a 6-man cap, it's a horrible design. You have no control over who gets the buff, heal, dispel etc.
Point of GT spells is standing in them (if friendly) or dodging out (unfriendly).
Now it will be based on rng. I can stand in a protective circle and die, because rng decides I'm not one of the 6 players important enough to get the effect.
If their all hooked on implementing this cap, they also have to give us more control over targeting. Otherwise the combat system will be all about randomness and luck.