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Should AOEs be as dominant as they are?

Imperator_Clydus
Imperator_Clydus
✭✭✭✭
Greetings and salutations members of the Elder Scrolls Online community,

For anyone who has been PvPing in Cyrodiil for quite some time, you likely realize the power of AOEs in AvA. Whether we point at particular abilities such as impulse, dark talons, standard of might, bolt escape, bat swarm, inhale, negate magic, nova, etc., AOEs play a large role in the experience.

My issue, in particular, is less to do with individuals using AOEs, and more do with coordinated groups stacking these AOEs simultaneously. By themselves, with the example of impulse, it isn't really that threatening. It deals a minute amount of damage, and one if its morphs can further reduce the target's health bar by a percentage.

That's all well and good. The issue, however, arises when you have many players in a coordinated effort timing such abilities. What it leads to is an AOE death squad that really doesn't have a definitive counter, especially in close quarters combat inside keeps, outposts, etc.

This is clearly an issue that has plagued other MMOs with open world PvP, and I have a potential solution for ZOS to rectify this. These AOE bomb squads are more or less invincible. The best way to counter them is really to just do the same thing, which leads to a game of tug-a-war and whoever is better at spamming AOEs.

My solution is placing diminishing returns on AOEs in groups. The more players who are simultaneously spamming impulse, for example, the less damage the impulse, combined, actually does. This would avoid those scenarios where players are literally being killed in seconds to these AOE death squads.

The most efficient way of killing players should be single target abilities. AOEs should still matter, but they shouldn't be the best solution for combat. Now we get to the question of "but AOEs are necessary to counter the zerg." Not at all, actually. AOEs don't need to serve that purpose, and really, they shouldn't at all.

We already have siege engines, which should be the ultimate counter to zergs and masses of players. ZOS can further expand on current siege engines and add new ones to give players ways of dealing with large groups of enemies. ZOS could increase the effectiveness and damage of the scatter shot catapult, for example.

Siege should be the answer towards dealing with large groups of players. Not groups stacking AOEs and two-button mashing their way to success. That's not what I consider to be an ideal or enjoyable PvP system, anyways. What does the rest of the community think of AOEs and their current state?

We are already aware ZOS plans to reconsider abilities such as dark talons, standard of might, etc. Do you believe diminishing returns or some other solution to reel back AOEs would improve PvP? Do you believe siege should play a more prominent role in dealing with zergs? Post your thoughts below.

Regards,

Imperator Clydus
The First Daggerfall Emperor of Tamriel on Bloodthorn and Guild Leader of Shehai
  • Harakh
    Harakh
    ✭✭✭
    AOE is to strong in this game.

    In the end it will be like in Guild Wars2, many builds will be kicked cause in group vs group (24 and more vs 24 and more) the key is who has the best AOE healing and the best AOE damage.

    Many builds will not be accepted and everyone needs to skill towards AOE.
    Edited by Harakh on May 19, 2014 6:28AM
    Die Welt in einem Sandkorn sehen
    Und den Himmel in einer wilden Blume;
    Die Unendlichkeit in der Handfläche halten
    Und die Ewigkeit in einer Stunde.
  • Teevesnacks
    Teevesnacks
    ✭✭✭
    coordinated groups doing coordinated things

    Nerf coordination
  • Harakh
    Harakh
    ✭✭✭
    You dont understand the point teevesnacks, it is too easy to do AOE and AOE is stronger than single target damage, this should not be.

    A coordinated group can do a assist or something so you can still coordinate your group.
    Die Welt in einem Sandkorn sehen
    Und den Himmel in einer wilden Blume;
    Die Unendlichkeit in der Handfläche halten
    Und die Ewigkeit in einer Stunde.
  • nukeyoo
    nukeyoo
    ✭✭✭
    So nerf AOE so smaller coordinated groups cannot take on larger numbers?
    hZrqxy5.gif
    Sounds like someone doesn't like dying in their zerg.
    - done w/ it
  • Harakh
    Harakh
    ✭✭✭
    I am no zerg player.

    what is a small group for you 24? 30? 8?

    You can kill a larger group also with assisting and cc, like the Melee Groups in DAoC.

    AOE can still be in game but it should not be so strong.
    Edited by Harakh on May 19, 2014 7:43AM
    Die Welt in einem Sandkorn sehen
    Und den Himmel in einer wilden Blume;
    Die Unendlichkeit in der Handfläche halten
    Und die Ewigkeit in einer Stunde.
  • Imperator_Clydus
    Imperator_Clydus
    ✭✭✭✭
    coordinated groups doing coordinated things

    Nerf coordination

    Funny. Coordinated play is fine and should be encouraged. There are plenty of PUGs out there that are in serious need of coordination. The issue is how powerful AOEs are if multiple people in a group spam them at the same time. That is not a skill. The fact AOEs can cripple PvP so profusely in this game is rather mind-boggling as well. I offer a solution to fix so it doesn't completely break PvP.
    The First Daggerfall Emperor of Tamriel on Bloodthorn and Guild Leader of Shehai
  • Imperator_Clydus
    Imperator_Clydus
    ✭✭✭✭
    nukeyoo wrote: »
    So nerf AOE so smaller coordinated groups cannot take on larger numbers?
    hZrqxy5.gif
    Sounds like someone doesn't like dying in their zerg.

    Feel free to read the OP. Siege should be the counter to large numbers, not AOEs. Spamming two buttons while others spam it does not denote skill of any kind. It merely illuminates broken PvP with a tactic that cannot be countered. Can you really say you'd enjoy ESO PvP if it was decided based on which group was better at spamming AOEs? That seems like a rather superficial PvP experience in my opinion.
    The First Daggerfall Emperor of Tamriel on Bloodthorn and Guild Leader of Shehai
  • Rackiera
    Rackiera
    ✭✭✭
    I fight with a guild using coms for coordination, we run with 12-24 depending whose online.

    Many times the PUG has 50+ moving together, without AOE we do not stand a chance.

    Your idea would take away the ability for us to run as a guild and force us to fight with a PUG to counter the vastly superior numbers.

    Without the AOE , even with the best assist options ( which there really aren't in ESO ), the pure numbers would win.

    There are so many counters available to combat AOE, we used to love killing Vamp Bat Emperors once we learnt which was the most effective way, and once learnt it was easy.

    What you propose will lead to huge zergs, take away the smaller guilds options in terms of fighting and force many more to PUG, not at all what I would want.
  • Rackiera
    Rackiera
    ✭✭✭
    PS. To the above, Siege is used to defend tactical points and are great for that but in a flowing campaign where movement is crucial they would be no little use on an open battlefield. We would simply run through or attack from behind which renders them useless.
  • Teevesnacks
    Teevesnacks
    ✭✭✭
    coordinated groups doing coordinated things

    Nerf coordination

    Funny. Coordinated play is fine and should be encouraged. There are plenty of PUGs out there that are in serious need of coordination. The issue is how powerful AOEs are if multiple people in a group spam them at the same time. That is not a skill. The fact AOEs can cripple PvP so profusely in this game is rather mind-boggling as well. I offer a solution to fix so it doesn't completely break PvP.

    I use aoe for area denial, to stress healers and for anti-zerg but I guess if these tactics are crippling pvp then I'm all aboard for nerfing it
  • Rackiera
    Rackiera
    ✭✭✭
    I don't understand why its crippling PVP at all, the way this is going it will be 100v100 in a blob, like GW2 and we all know what happened there ..

  • Gloran
    Gloran
    ✭✭
    Afaik there will be an AoE cap (fix) on all the major class Ultimates coming soon and there already is a 6 target cap on all the other abiltiy AoEs (besides alliance skills/ultimates), meaning that this will greatly cripple smaller groups ability to take on larger forces, adding on top, that siege is bugged to the point, that it doesnt connect when more than 9 targets are hit.
    And you seriously *** demand reduction of AoE damage? It takes good coordination to tackle larger forces right now, its no simple task, further reducing the options in AoE damage will force groups to compensate with numbers. Not sure if i'd appreciate that.

    Also AoE setups are situational, you can't just take the Zerg head on, open field and win by pressing your buttons, people will be all over the place and obliterate you.
    If people dont realize they are running into a 10 square feet deathtrap filled with lava and sharks, that has nothing to do with AoE damage being out of balance.

    AoE has ruined games? I oppose. It kept DAoC alive for a long time.
    Officer of Alacrity
    Niwilav - AD Sorc VR12
    Nivilaw - AD Nightblade VR12
  • arnaldomoraleseb17_ESO
    Agreed. Whats is the point of equip a single target skill if I can equip an AOE that do more dmg, affect more enemies and be better in all aspect? (Zenimax and lammer comunity logic).

    nukeyoo wrote: »
    So nerf AOE so smaller coordinated groups cannot take on larger numbers?
    hZrqxy5.gif
    Sounds like someone doesn't like dying in their zerg.

    Coordinated groups? xDDDDDDDDDD. Yes, run and spam skill, OMG this required a lot of skill. Pathetic......

    I think single target skills should be always stronger than AOEs. (Stronger= more dmg, or consume less resources, or disable enemies more time....)

    "Play like you want...." yes... sure....

    I start to hate this game and its community....

    Edited by arnaldomoraleseb17_ESO on May 19, 2014 10:43AM
    Debon Templar VR14 Thorn Blade (EU)
    Gaunnes DK VR14 Haderus (EU)
  • Nidwin
    Nidwin
    ✭✭✭
    Nothing to do with the power of AOE in AvA.
    It's the power of stuffed V10 AOEing in AvA, but that has nothing to do with AOE and should resolve itself when most of us will be VR6+ .

    As for the 6-12 man's taking on the RvR PUG main group. Ferrari > train but when the Ferrari meets the train, it's the train that wins. Working as intended.
    Nidwinqq Templar (healzzz) United Warhammer Vets
    Nidwinqq RR100 Magus till the end, R.I.P. Badlands
  • Numeriku
    Numeriku
    ✭✭
    Greetings and salutations members of the Elder Scrolls Online community,

    For anyone who has been PvPing in Cyrodiil for quite some time, you likely realize the power of AOEs in AvA. Whether we point at particular abilities such as impulse, dark talons, standard of might, bolt escape, bat swarm, inhale, negate magic, nova, etc., AOEs play a large role in the experience.

    My issue, in particular, is less to do with individuals using AOEs, and more do with coordinated groups stacking these AOEs simultaneously. By themselves, with the example of impulse, it isn't really that threatening. It deals a minute amount of damage, and one if its morphs can further reduce the target's health bar by a percentage.

    That's all well and good. The issue, however, arises when you have many players in a coordinated effort timing such abilities. What it leads to is an AOE death squad that really doesn't have a definitive counter, especially in close quarters combat inside keeps, outposts, etc.

    This is clearly an issue that has plagued other MMOs with open world PvP, and I have a potential solution for ZOS to rectify this. These AOE bomb squads are more or less invincible. The best way to counter them is really to just do the same thing, which leads to a game of tug-a-war and whoever is better at spamming AOEs.

    My solution is placing diminishing returns on AOEs in groups. The more players who are simultaneously spamming impulse, for example, the less damage the impulse, combined, actually does. This would avoid those scenarios where players are literally being killed in seconds to these AOE death squads.

    The most efficient way of killing players should be single target abilities. AOEs should still matter, but they shouldn't be the best solution for combat. Now we get to the question of "but AOEs are necessary to counter the zerg." Not at all, actually. AOEs don't need to serve that purpose, and really, they shouldn't at all.

    We already have siege engines, which should be the ultimate counter to zergs and masses of players. ZOS can further expand on current siege engines and add new ones to give players ways of dealing with large groups of enemies. ZOS could increase the effectiveness and damage of the scatter shot catapult, for example.

    Siege should be the answer towards dealing with large groups of players. Not groups stacking AOEs and two-button mashing their way to success. That's not what I consider to be an ideal or enjoyable PvP system, anyways. What does the rest of the community think of AOEs and their current state?

    We are already aware ZOS plans to reconsider abilities such as dark talons, standard of might, etc. Do you believe diminishing returns or some other solution to reel back AOEs would improve PvP? Do you believe siege should play a more prominent role in dealing with zergs? Post your thoughts below.

    Regards,

    Imperator Clydus

    There is already blobs of 50 ep zerging keeps, w/o these aoe abilities, we wouldn't be able to stop them, it already hard enough for our templars to heal us up while we roll up the flank of the said 50 people with 13 guys, while the rest of the dc forces hug themselves inside the keep.

    So what do you suggest? turn the game into a range blob fight, I've seen what you guys do, for example from chalman to Bleakers, usually its a tug of war of who has the bigger blob, dc pushing ep to chalman and they do the same thing back to bleakers after they respawn, you want that kind of fights, there's plenty in wabbajack.

    Zenimax is already nerfing some of the dk abilities, so you blob range guilds can roll up on smaller groups easier, i wouldn't mind that, i take it as challenge, but if you gonna call for aoe to be nerfed to the ground, let me just say, be more coordinated, get a voice chat program and get organized, commanding in chat isn't going to do much against a group which uses it.
    Legendary Lee / Terror / www.go-terror.com / Proud member of the Daggerfall Covenant
  • arnaldomoraleseb17_ESO
    I have a question to all people that say "AOE should be as strong as single target skills":

    Why I should equip a single target skill in my skill bar then? Why I should play a class like Nightblade and not a Sorcerer/DK (they have better and more AOEs)?.
    Edited by arnaldomoraleseb17_ESO on May 19, 2014 11:43AM
    Debon Templar VR14 Thorn Blade (EU)
    Gaunnes DK VR14 Haderus (EU)
  • arnaldomoraleseb17_ESO
    *Duplicated*
    Edited by arnaldomoraleseb17_ESO on May 19, 2014 11:46AM
    Debon Templar VR14 Thorn Blade (EU)
    Gaunnes DK VR14 Haderus (EU)
  • popatiberiuoneb18_ESO
    Greetings and salutations members of the Elder Scrolls Online community,

    For anyone who has been PvPing in Cyrodiil for quite some time, you likely realize the power of AOEs in AvA. Whether we point at particular abilities such as impulse, dark talons, standard of might, bolt escape, bat swarm, inhale, negate magic, nova, etc., AOEs play a large role in the experience.

    My issue, in particular, is less to do with individuals using AOEs, and more do with coordinated groups stacking these AOEs simultaneously. By themselves, with the example of impulse, it isn't really that threatening. It deals a minute amount of damage, and one if its morphs can further reduce the target's health bar by a percentage.

    That's all well and good. The issue, however, arises when you have many players in a coordinated effort timing such abilities. What it leads to is an AOE death squad that really doesn't have a definitive counter, especially in close quarters combat inside keeps, outposts, etc.

    This is clearly an issue that has plagued other MMOs with open world PvP, and I have a potential solution for ZOS to rectify this. These AOE bomb squads are more or less invincible. The best way to counter them is really to just do the same thing, which leads to a game of tug-a-war and whoever is better at spamming AOEs.

    My solution is placing diminishing returns on AOEs in groups. The more players who are simultaneously spamming impulse, for example, the less damage the impulse, combined, actually does. This would avoid those scenarios where players are literally being killed in seconds to these AOE death squads.

    The most efficient way of killing players should be single target abilities. AOEs should still matter, but they shouldn't be the best solution for combat. Now we get to the question of "but AOEs are necessary to counter the zerg." Not at all, actually. AOEs don't need to serve that purpose, and really, they shouldn't at all.

    We already have siege engines, which should be the ultimate counter to zergs and masses of players. ZOS can further expand on current siege engines and add new ones to give players ways of dealing with large groups of enemies. ZOS could increase the effectiveness and damage of the scatter shot catapult, for example.

    Siege should be the answer towards dealing with large groups of players. Not groups stacking AOEs and two-button mashing their way to success. That's not what I consider to be an ideal or enjoyable PvP system, anyways. What does the rest of the community think of AOEs and their current state?

    We are already aware ZOS plans to reconsider abilities such as dark talons, standard of might, etc. Do you believe diminishing returns or some other solution to reel back AOEs would improve PvP? Do you believe siege should play a more prominent role in dealing with zergs? Post your thoughts below.

    Regards,

    Imperator Clydus

    No friend, you are mistaking. Even if they would remove aoe altogether, only have single target skills, it will not prevent people from stacking. Only thing that used to prevent people from stacking were the few aoe's left with no cap but no worries, they got "fixed" so you can expect alot more choo choo trains in Cyorodiil running over everyone else and killing them withouth even stopping, be it single target or aoe spec or whatever.

    Dont even bother mentioning siege engines, they are utterly useless vs any organized groups unless they're like level 10's and you can only use them in very limited sittuations (exception: you're an emperor abusing the bonuses, then you can 1 shot unexpecting victims).

    Strongly disagree with your stand on this, the aoe got nerfed to the ground and turned eso into a number game. Encourages people to stack and spam skills mindlessly and yes, this will affect your single target aswell, you cant possibly think that you will be able to kill that 1 person out of the compact blob.
  • Nijjion
    Nijjion
    ✭✭✭✭
    I find it funny that people with no prior experience in any sense of RvR PvP or even MMOs in general think they know what's best.

    NijjijjioN - DK - AR27
    NijjioN - NB -
    Daggerfall Covenant
    The Nice Guys Guild
    EverQuest -> Dark Age of Camelot -> Ragnarok Online -> Cabal Online -> Guild Wars 1 -> Warhammer Online -> Vindictus -> SWTOR -> Tera -> Guild Wars 2 -> Elder Scrolls Online ->

    Eagerly awaiting Camelot Unchained.
  • Infraction
    Infraction
    ✭✭✭
    Zergs get wiped by AOE because they are bad and don't pay attention to their surroundings, not because of AOE. There are a bunch of counters for large groups that they just don't run.

    Purge and Rapid Manuevers are amazing counters to small groups if people just use them. You also have Negate Magic along with siege gear.

    The other problem right now is people figuring out how to exploit things like the caltrops and oil pots, or the DK standards or system that soft cc is on making it the king of cc right now.
  • Luvsfuzzybunnies
    Luvsfuzzybunnies
    ✭✭✭
    Rackiera wrote: »
    I fight with a guild using coms for coordination, we run with 12-24 depending whose online.

    Many times the PUG has 50+ moving together, without AOE we do not stand a chance.

    Your idea would take away the ability for us to run as a guild and force us to fight with a PUG to counter the vastly superior numbers.

    Without the AOE , even with the best assist options ( which there really aren't in ESO ), the pure numbers would win.

    There are so many counters available to combat AOE, we used to love killing Vamp Bat Emperors once we learnt which was the most effective way, and once learnt it was easy.

    What you propose will lead to huge zergs, take away the smaller guilds options in terms of fighting and force many more to PUG, not at all what I would want.

    Tell us what are the countets to AoE? Moar AoE you say well that's just the problem the OP is talking about not sure if youre trying to troll or if all of this went completely over your head. Most other pvp games actually have their AoE damage scaled down as to not one shot people this game you can one if not 2 shot people with impulse or inhale sometimes. Seems balanced I guess might as well get everyone on board and while were at it throw some oil on the ground and stand in your own pour but only do damage to the enemies.
    Jukette VR12 DC Nightblade 14 day campaign.
    Kitten Kisser VR12 DC Sorcerer 14 day campaign
  • Infraction
    Infraction
    ✭✭✭
    Rackiera wrote: »
    I fight with a guild using coms for coordination, we run with 12-24 depending whose online.

    Many times the PUG has 50+ moving together, without AOE we do not stand a chance.

    Your idea would take away the ability for us to run as a guild and force us to fight with a PUG to counter the vastly superior numbers.

    Without the AOE , even with the best assist options ( which there really aren't in ESO ), the pure numbers would win.

    There are so many counters available to combat AOE, we used to love killing Vamp Bat Emperors once we learnt which was the most effective way, and once learnt it was easy.

    What you propose will lead to huge zergs, take away the smaller guilds options in terms of fighting and force many more to PUG, not at all what I would want.

    Tell us what are the countets to AoE? Moar AoE you say well that's just the problem the OP is talking about not sure if youre trying to troll or if all of this went completely over your head. Most other pvp games actually have their AoE damage scaled down as to not one shot people this game you can one if not 2 shot people with impulse or inhale sometimes. Seems balanced I guess might as well get everyone on board and while were at it throw some oil on the ground and stand in your own pour but only do damage to the enemies.

    You are not being one shot by one persons impulse. Now you are just exaggerating.

  • popatiberiuoneb18_ESO
    Infraction wrote: »
    Zergs get wiped by AOE because they are bad and don't pay attention to their surroundings, not because of AOE. There are a bunch of counters for large groups that they just don't run.

    Purge and Rapid Manuevers are amazing counters to small groups if people just use them. You also have Negate Magic along with siege gear.

    The other problem right now is people figuring out how to exploit things like the caltrops and oil pots, or the DK standards or system that soft cc is on making it the king of cc right now.

    Dont worry, no person "smart" enough to pile up in a large enough stack will ever get killed by AoE :)

    Ohh, you just mentioned with 1 sentence above 2 good counters (if run in a large group) for the oil pots/caltrops :) There is also the siege damage reduction bubble that will make siege engines damage tickle, once more people start to use them against oil defences it wont pose such a great threat. As you said people just learning the oil defense, soon they will learn the counters :D
  • Diamond_10
    Diamond_10
    ✭✭✭
    Harakh wrote: »
    AOE is to strong in this game.

    In the end it will be like in Guild Wars2, many builds will be kicked cause in group vs group (24 and more vs 24 and more) the key is who has the best AOE healing and the best AOE damage.

    Many builds will not be accepted and everyone needs to skill towards AOE.

    Its already like that, the game is currently worse than GW2 was for aoe mashing.
    Stealth in, drop aoe ultimates, hold block, spam aoe's.

    Thats all this game is.

  • Censorious
    Censorious
    ✭✭✭✭
    I got killed once by a group using 'stack' tactics.

    Just the once.
    'Clever' sigs get old real fast - just like this one.
  • babanovac
    babanovac
    ✭✭✭
    The counters to AoE bombing are learning to play as a group, learning skill synergies, coordinating damage skills, buffs and debuffs - basically playing well as a group.

    There, i gave you the solution, now go and l2p - not by yourself, together with your guild mates.

    And where is this "AoE does same amount of damage as single target" coming from? All AoE skills have really low damage compared to single target.
  • Attorneyatlawl
    Attorneyatlawl
    ✭✭✭✭✭
    ✭✭✭
    coordinated groups doing coordinated things

    Nerf coordination

    Indeed. Nerf brains, thinking's too strong and results in OP builds :).
    babanovac wrote: »
    The counters to AoE bombing are learning to play as a group, learning skill synergies, coordinating damage skills, buffs and debuffs - basically playing well as a group.

    There, i gave you the solution, now go and l2p - not by yourself, together with your guild mates.

    And where is this "AoE does same amount of damage as single target" coming from? All AoE skills have really low damage compared to single target.

    It's ill-informed tripe or purposeful fabrication, as whiners often make, to try to "support" their "point". I still don't quite get the mindset of coming to a forum and making a scene, spending hours and days focusing on whining about something that killed you, instead of doing what good players do and learn from how you died and improve, which in this sort of case doesn't even take very long. Simple commands on your ts/mumble/vent like "spread out", "bad banner" (to indicate a standard that isn't from your own side's DK), or "incoming bomber south" work wonders.
    -First-Wave Closed Beta Tester of the Psijic Order, aka the 0.016 percent.
    Exploits suck. Don't blame just the game, blame the players abusing them!

    -Playing since July 2013, back when we had a killspam channel in Cyrodiil and the lands of Tamriel were roamed by dinosaurs.
    ________________
    -In-game mains abound with "Nerf" in their name. As I am asked occasionally, I do not play on anything but the PC NA Megaserver at this time.
  • NordJitsu
    NordJitsu
    ✭✭✭✭✭
    ✭✭
    Oh without a doubt AoEs are under powered right now.

    Quite a few of them do not hit hard enough to be very useful (Wall of Elements, Lightning Pool, ect.) and the remaining ones are bogged down by target caps.

    In the earlier Betas, AoE damage was higher pretty much across the board. This was good.

    AoE's are absolutely vital to the ability of small coordinated groups to take out larger forces.
    @NordJitsu - Guild Master (Main Character = Hlaalu Idas)
    GREAT HOUSE HLAALU
  • popatiberiuoneb18_ESO
    Diamond_10 wrote: »
    Harakh wrote: »
    AOE is to strong in this game.

    In the end it will be like in Guild Wars2, many builds will be kicked cause in group vs group (24 and more vs 24 and more) the key is who has the best AOE healing and the best AOE damage.

    Many builds will not be accepted and everyone needs to skill towards AOE.

    Its already like that, the game is currently worse than GW2 was for aoe mashing.
    Stealth in, drop aoe ultimates, hold block, spam aoe's.

    Thats all this game is.

    Yes, becouse people do not know how to spread...if your group is dumb enough to sit there and do nothing all piled up like sheep, its their fault and deserve to die. PvP is a competitive environment and will always will, this will not stop even with the aoe cap and this is where the dreadful GW2 blob comes into play, people ARE doing it already, more and more adopt the strategy, it ruins both smallscale and largescale battles.

    GW2 had alot of bottlenecks, the AvA there felt like a huge bottleneck chain to be more precise. Cyrodiil is practicaly an open field with few bottlenecks (that can be avoided btw, you have multiple choices of going to the same spot, just might take longer). In GW2 you didnt have room to spread, in Cyrodiil you have, that since you brought the argument that aoe might hurt ESO more then it did for GW2...ohh...and actually putting a cap to GW2 hurt that game more than it helped, even with more reasonable arguments towards the cap it doese the same to ESO. AVA In GW2 is dead for that particular reason.

    Ohh, i meet less and less ppl that i used to fight against when roaming alone or with a duo (in ESO)...meybe they quit, meybe they are grinding dungeons, meybe they simply joined the zerg...cant really tell but less and less of them everyday, wonder why is that if the aoe cap has such a benefical effect on this game...
  • arnaldomoraleseb17_ESO
    babanovac wrote: »

    And where is this "AoE does same amount of damage as single target" coming from? All AoE skills have really low damage compared to single target.

    WTF?? Are you sure about that??

    biting jabs do a lot more damage than rapid strikes (flurry). And I can give you more examples.



    Debon Templar VR14 Thorn Blade (EU)
    Gaunnes DK VR14 Haderus (EU)
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