Most of the proponents of the target cap are under the impression that it is a necessary evil since there are unbalanced abilities in the game.
This is wrong.
The solution to an unbalanced skill is to balance it, not to break every other skill.
The issues of an aoe target cap are many and are already well explained in many other threads. The latest being:
http://forums.elderscrollsonline.com/discussion/120715/aecaps-zergballs-and-you/p1
So rather than doing yet another post focusing on the bad, I'll try here to show how much more interesting a system without a cap can be.
There are many ways to balance aoe abilities:
- diminishing damages away from impact point
This adds skills to both side of the engagement. As attacker, you need to aim precisely to maximise damage.
As a defender, you are rewarded for attempting to dodge. Rather than having a binary skill test, you have a linear one with varying degree of succes.
- diminishing effectiveness proprotional to targets affected
Let's take for example a healing spell with the followign formula:
healing= (1k + targets x 15hp)/targets
This means 115hp for 10 targets, but 65hp for 20. The spell overall total hp healed would continue increasing (1150 -> 1300) but would scale slower and slower.
- long channeling or casting time
Once again, this provides occasions to play skillfuly on both sides.
As an attacker, the assessement of the situation is more important: Are you safe enough to channel the spell? What is the opportunity cost of spending time casting that spell? It could end up costing resources but might not be relevant anymore when ready.
As the defender, you have the opportunity to notice and take advantage of the casting to do an interupt. If you fail to notice, the spell is damaging, if you succeed, you get no damage and an "exploit" possibility as rewards.
- resource cost and debt proportional to targets
For instance, whirlwind skill in dual wield with the following formula:
150 stam + 25 per target hit. 300 stam for 6 targets
The valuation skill is tested here. Is it worth the stam to dps ratio?
This could come with a resource debt, if using more stamina than available, you would have to generate back to 0 before going back in the positive, puting you at a real disadvantage. For a mistake, or perhaps a gamble?
- self debuffs with length/potency proportional to targets
Can be any kind of traditional debuff or condition. A snare, lower mana regen, imobilise, unbalanced, etc
It is meant as a reverse channeling. You can cast the ability instantly, but the more effect it has, the more vulnerable you are afterwards.
- burnout mechanic to prevent spam
Just like the mecanic implemented for streak/ball lightning.
The idea is that several abilities could have this "nerf" and over time cumulate into emulating tiredness and puting you increasingly at a disadvantage the more you use AoE abilities.
-Delayed/conditional trigger
Like Volcanic rune or daedric mine, an aoe can be setup on the groudn and take some time to trigger.
On the user's side, you need to learn how to lead yoru targets and anticipate how the battle will evolve. If it doesn't trigger, it still serve as a tool for aera denial and crowd control.
As the target, you have an easier time avoiding being hit AND avoiding triggering the effect. This enables very potent AOEs because of how dependant on the target's failure it is.
- Ramping up damages
For abilities where it isn't logic to have damage drop off away from center. For instance, the bow skill Volley and its morphs.
Instead, the damage could be separated in ticks of increasing damage.
It would also reward lineary for dodging as the sooner you avoid the location the less damage you'll receive. However, if you fail to react, you'll eventually get the full damage.
- Non stacking AoE
A great fit for ultimate abilities, or aoe CC abilities.
Some aoe effects could be so powerfull that they prevent other effects from happening above them and would cancel out any similar AoEs (offensive cancels offensive, friendly cancels friendly)
This would give those abilities an opportunity cost: Is it worth having that one aoe, or a stack of others.
It would also increase the need for coordination. it would take one guy to ruin the effects of all his team, and the larger the group, the more chances of this happening.
As a target, you could be CCd in an aoe, but not be AOE damaged at the same time, making the whole thing much more manageable.
- Reduced AoE size on certain abilities
It would make the abilities balanced this way much harder to take profit of.
As a user, you'll need to "snipe" when enough people are in the AoE to be worth the mana/stam/ultimate/time cost of the ability.
As a target, there would be less of a need to spread out to avoid those type of aoe, but if you make a mistake or have to go through a chokepoint, you'll have consequences.
- Simply balance cost vs reward to make single target abilities more sustainable
This comes in a bit with the burnout mechanic, but in a less restrictive way.
Increasing the opportunity cost for certain AoEs while keeping their power would mean that they become much more situational.
It leverages the excellent resource management aspect of the game
- A per ability target cap
For instance, mutagen. Some abilities can just have their own flavor by being limited to certain amount of targets. It gives them a "self service" vibe where you can control how much resources you spend and how many targets you hit.
In conclusion, adding limitations the player can evaluate and "get a feel" of is added depth. It offers players with choices and create more situational awareness/positioning to the game, improving its strong points.