then give us a real Ultimate instead.
dbetterton_ESO wrote: »Negate magic is the most useful Ultimate in Cyrodiil atm.
At least assuming you are fighting in a group, against a group. Groups that use it, win. Those that don't, don't.
dbetterton_ESO wrote: »
ruzlb16_ESO wrote: »Not so much, really. Silencing a random 6 people out of a group of 24 isn't great
@dbetterton_ESO
Yup, right now its not capped. Or if it is capped, the cap is really high.
All those things you listed ARE "Silencing." Thats what the effect is referred to as in game.
Read my earlier posts though. After the nerf, I'll drop this thing on 20 people and ONLY 6 OF THEM will stop healing, damaging, ect. The other 14 will receive no effect at all. That's just plain silly. Worse, its random. I could hit 6 stamina bashing DKs and not hit any of the healers or Sorcs.
dbetterton_ESO wrote: »Atm it's not capped at 6 people is it? It certainly doesn't seem to be.
ruzlb16_ESO wrote: »the larger radius is meaningless when you can only hit 6 targets regardless.
Luvsfuzzybunnies wrote: »@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.
Don't be mad at me for pointing out your logic of I can't kill everything they must be OP( I need a buff in this case since all other aoe abilities will have a cap but I dont want mine to have one). I killed you haha stfu noob that you seem to say everyone else has. You call for nerfs on most other classes but say sorcs are fine. I get it you play a sorc and want to be able to kill everything(you say you want it balanced but your arguments prove otherwise). You're biased towards your class as has been stated and why not be you play that class, and you want it to be good right? I am just trying to point out how hypocritical you are being. Then to try to defend your crying by saying I'm just making suggestions... What are all the other people who are proposing good fixes for the abilities you so vehemently defend doing? Oh thats right they are gonna change the game for the better and make your class slightly less powerful so then you threaten to quit. Omg don't let him quit we need him he is defending the OP abilities and accusing others of being bad we need him here. So I say report me if you want for being off topic when I am clearly saying that all aoe abilities need a target cap(which happens to be on topic). Maybe more than 6 targets but whatever it is it needs to be standardized for all AOE abilities not just the templar heals. So sure I could have just come out and said that plainly but I chose to poke fun a bit for you insisting that sorcs are fine as is except they need to not have AOE caps.
TL:DR
The jist of the post is. If someone speaks against your point of view is it incoherent babble you don't understand cause it's not gonna help you. Sorry you couldn't see I was posting on the hypocrisy of your laments of other classes while crying for buffs to yours. Which is pretty well on topic if not for any other reason to disagree with your OP AOE should have a target cap on it.
@dbetterton_ESO
That's exactly the kinds of questions I was asking in the beginning of the thread.
I have to wonder exactly how this cap is going to affect it the skill. Heck, it could be that the 6 target cap only affects the stun on monsters. That would be relatively sensible and balanced since effectively shutting off an entire pull in a dungeon or trial is a bit OP.
It could also be that only 6 targets get "silenced" for the duration, as in they cannot cast spells for 6 seconds after being hit, but that all effects in the area (without target limit) still get dispelled. If so, that's actually not that bad. And it actually makes the morphs a bit more useful since more spells will be getting dispelled (since the targets can still cast, unlike currently) effectively healing you for more.
The problem, which is recurring with ZOS, is that they simply haven't given us enough information about the way these things work. Because it could also be that 6 targets get silenced and everyone else is able to willy nilly continue to fire off spells in the bubble, which would bad.
So I really need more information.
Lava_Croft wrote: »Please make more threads about the AoE cap, because 2 isn't enough already.
So I know there is a long on going thread of people railing against AoE caps in general, but I wanted to take the time to focus on one ability in particular: Negate Magic.
I think its down right absurd to place a cap on this ability. Its an area of denial ability that does absolutely no damage.
For those who don't remember, this ability also used to damage opponents in the radius (in early Beta.) Back then, it was pretty much the single best Ultimate available to the Sorcerer.
Then, it received a justifiable nerf. Now it simply dispels effects and silences enemies (also stunning monsters.)
In PvP, its a great Area of Denial zerg busting technique. Smart Sorcs use it on gaps when a zerg is rushing into a keep. The other day, a group of DC was trying to take Arrius Keep from us where we held a scroll. They broke down the inner gate and rushed in to the right where they all grouped up in a corner, away from the LoS of the NPCs.
The plan seemed to be to group up and then push out all together. I saw that coming so I lead my group over there, dropped a negate magic on them in the corner, and we started slaughtering. Most of them died and the remaining few rushed out of the AREA OF EFFECT and back out of the keep.
And that's the part that keeps this skill balanced. You can leave the area. It doesn't do any damage. It just keeps you from casting spells while you're in that little bubble.
With a cap of six targes I honestly can't imagine myself using this any more. What good will it do me to drop this thing on a group of 20 players when 14 of them can still freely hit me? How does the skill decide who gets silenced? What if it silences 6 bash spamming stamina based DKs? What good has that done me if the healers and the ranged DPS can still fire off spells to their hearts content?
I suppose AoE caps are not the end of the world on some of the abilities that already have them (Impulse for example.) But I really, for the life of me, cannot understand adding a cap to an ability that doesn't do any damage.
If you're going to cap this skill, you really need to add back the damage component or you'll see it completely fall to the wayside in PvP.
dennis.schmelzleb16_ESO wrote: »Imo it would be ok if they just change it so that it wont be affected by immovable anymore.
1. Out of 6 people mostly 4 of them have immovable running. Makes it only 2 people affected.
2. This is not the kind of CC which should be countered by "immovable"