Teevesnacks wrote: »coordinated groups doing coordinated things
Nerf coordination
So nerf AOE so smaller coordinated groups cannot take on larger numbers?
Sounds like someone doesn't like dying in their zerg.
Imperator_Clydus wrote: »Teevesnacks wrote: »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.
So nerf AOE so smaller coordinated groups cannot take on larger numbers?
Sounds like someone doesn't like dying in their zerg.
Imperator_Clydus wrote: »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
Imperator_Clydus wrote: »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
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.
Luvsfuzzybunnies 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.
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.
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.
Teevesnacks wrote: »coordinated groups doing coordinated things
Nerf coordination
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.
Diamond_10 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.
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.