It nudges the meta just a little off balance. So other players would stand back and whittle the blob down from afar with range AoE. This has a psychological effect on the blob players. Where before they would either take no damage or recieve a heal instantly from the group healer, now they are constantly taking damage, and receiving no healing until they drop into the blob's bottom six. This makes them not want to stand in the AoE, so players start spreading out. Now the meta is to spread out more, so impulse is going to be less effective to use being a player based AoE without a turtling mechanic to roll over to enemy players.So how will this fix impulse monkey spam?
So how will this fix impulse monkey spam?
Two-Handed
Cleave – increased the damage and radius of Cleave to be more competitive with Impulse
So how will this fix impulse monkey spam?
AlienDiplomat wrote: »Eh. I still think a much better solution would be to reduce the damage AOE does the more you stack it. That way you don't have to worry about ultimate generation or balancing problems as nothing changes under normal circumstances.
AlienDiplomat wrote: »Eh. I still think a much better solution would be to reduce the damage AOE does the more you stack it. That way you don't have to worry about ultimate generation or balancing problems as nothing changes under normal circumstances.
Look at how much ultimate sorcs were able to get from streak when it was uncapped for ultimate generation. Now consider carve (2h) -- if you hit 20 people with that, not counting crits and damage you'll get 60 ultimate.
Look at drain power (either morph) -- cast that once in a blob and your weapon damage will be hardcapped. Now imagine a batswarm with no target limit based on hardcapped weapon damage.
The point is that he makes well is there's a lot of additional changes beyond just uncapping damage.
Happy they're working on a solution to stop the lame-trains and the hiding behind numbers. About time, really.
But of course, I'm also worried about the TTK or that heals cant keep up. Will we explode even faster now?
Issue number 2 is also a bit worrying, the extra load of CC that comes without target caps and without cool-downs. Talons spamming DK's with infinite targets...I would need 10k stamina to roll out of that lol.
AlienDiplomat wrote: »Eh. I still think a much better solution would be to reduce the damage AOE does the more you stack it. That way you don't have to worry about ultimate generation or balancing problems as nothing changes under normal circumstances.
Look at how much ultimate sorcs were able to get from streak when it was uncapped for ultimate generation. Now consider carve (2h) -- if you hit 20 people with that, not counting crits and damage you'll get 60 ultimate.
Look at drain power (either morph) -- cast that once in a blob and your weapon damage will be hardcapped. Now imagine a batswarm with no target limit based on hardcapped weapon damage.
The point is that he makes well is there's a lot of additional changes beyond just uncapping damage.
R.I.P. server performance.AlienDiplomat wrote: »
I think you misread me, friend. I am NOT in favor of removing AOE caps.
What I was saying is that a better solution would be to make AOE do less damage the more you stack it. So, if 15 people are spamming Impulse, the damage of each in the overlap zone would be a fraction of what a single impulse by itself would do, so that the total effect of getting hit by 15 Impulses would be the damage of like maybe 2 or 3.
No more blobbing = problem solved.
If they would remove the cap for heals there wouldn't be any changes to aoe blobs because both, damage and heal would be increased to negate each other.Maybe this is because I'm a healer but if you change aoe caps it should be for both damage and heals... not just one... thats kinda silly.
R.I.P. server performance.AlienDiplomat wrote: »
I think you misread me, friend. I am NOT in favor of removing AOE caps.
What I was saying is that a better solution would be to make AOE do less damage the more you stack it. So, if 15 people are spamming Impulse, the damage of each in the overlap zone would be a fraction of what a single impulse by itself would do, so that the total effect of getting hit by 15 Impulses would be the damage of like maybe 2 or 3.
No more blobbing = problem solved.If they would remove the cap for heals there wouldn't be any changes to aoe blobs because both, damage and heal would be increased to negate each other.Maybe this is because I'm a healer but if you change aoe caps it should be for both damage and heals... not just one... thats kinda silly.
By only increasing the damage, stacking will be less effective. And thats, what the change is intended to do.
effinshiddy wrote: »wow this is insulting.
that proposed AoE change assumes the PvP players stand in tight groups of 100 to get mowed down by the spammers.
we already DO have healers, casters, and archers stand at max range.
the melee and close combat heavies get closer and get mowed down 6 at time in sets of 6-20. then the AoE spammers don't have to do anything but chase down the range guys a few at a time.
good job listening to the big guilds that already abuse your mechanics and making it more friendly for them to kill the close combatants faster. now they can abuse your mechanics twice as fast once this is implemented.
If they would remove the cap for heals there wouldn't be any changes to aoe blobs because both, damage and heal would be increased to negate each other.Maybe this is because I'm a healer but if you change aoe caps it should be for both damage and heals... not just one... thats kinda silly.
By only increasing the damage, stacking will be less effective. And thats, what the change is intended to do.
effinshiddy wrote: »we are not ineffective but thanks.
2nd, the real guilds running the cohesive groupings all heal themselves (whether with main or 2nd bar heals) while running around and the cap of healing 6 means nothing when 6 of 6, 12 of 12, or 24 of 24 guys can all throw heals.
so when you can hit 6 guys for 2000 total or spread that 2000 to 20 guys and do the same amount of damage and all 6 or 20 of them toss their heals as they go... who do you think really comes out on top in that situation? do the math.
in theory this stuff sounds great and yet it never works out. so again, it will change nothing.