The AoE cap is a double edged sword. On one hand, it encourages zerg behavior and you get the stacking of 60-100 people in a single spot which isnt combatable, causes massive lag, and crashes the server on a regular occasion. On the other hand, when you remove the AoE cap, the issues with Ultimate gain will come back with a vengeance.
Imagine Impule Spammers hitting 20 people at a single time and instantly fill their ultimate meter or a Bolt Mage bolting through a large zerg and instantly filling their ultimate due to the sheer number of people it's hitting on screen.
Ultimate gain issues are still prevelent and haven't been tweaked enough. Yes, changing Ultimate gain on crit from 3:1 certainly helped, but if you remove the AoE cap, you are going to see Ultimate spammers once again. I understand there is a plan to change Ultimate gains while healing so that if you are healing someone who is full health, you do not gain ultimate but that only partially fixes the problem, similar to the 3:1 crit conversion.
What they need to do is figure out a way to remove the AoE CAP while capping the maximum number of ultimate a single ability can gain. Make it, 10, 25, whatever makes sense.
The AoE cap is a double edged sword. On one hand, it encourages zerg behavior and you get the stacking of 60-100 people in a single spot which isnt combatable, causes massive lag, and crashes the server on a regular occasion. On the other hand, when you remove the AoE cap, the issues with Ultimate gain will come back with a vengeance.
Imagine Impule Spammers hitting 20 people at a single time and instantly fill their ultimate meter or a Bolt Mage bolting through a large zerg and instantly filling their ultimate due to the sheer number of people it's hitting on screen.
Ultimate gain issues are still prevelent and haven't been tweaked enough. Yes, changing Ultimate gain on crit from 3:1 certainly helped, but if you remove the AoE cap, you are going to see Ultimate spammers once again. I understand there is a plan to change Ultimate gains while healing so that if you are healing someone who is full health, you do not gain ultimate but that only partially fixes the problem, similar to the 3:1 crit conversion.
What they need to do is figure out a way to remove the AoE CAP while capping the maximum number of ultimate a single ability can gain. Make it, 10, 25, whatever makes sense.
ok so make abilities give an ult gain per use not per target. Pretty easy to solve that issue. Also people will move out of the AoE range and not stack together if caps are removed.
DontBeAfraid wrote: »
dap_robertb16_ESO wrote: »They're following Bethesda's lead on bugs so they'll always break something when they fix something else. As was mentioned in Quakecon, there's so many "moving parts" that something's bound to go wrong, but ultimately it's down to poorly executed planning and programming during early development that's allowed the game to be developed like a house of cards.
ZOS_BrianWheeler wrote: »There are discussions currently going on with the combat team about the AE cap and in relation to the question about server merges, in 1.3 we are taking the amount of campaigns down from 10 to 5.
Dekkameron wrote: »Yes you're right.. That does need to be fixed..
Will increasing the AOE cap make peeps use less or more AOE though? I say double the mana cost of impulse. Destro staffs are stupid.
ZOS_BrianWheeler wrote: »There are discussions currently going on with the combat team about the AE cap and in relation to the question about server merges, in 1.3 we are taking the amount of campaigns down from 10 to 5.
Developing a project as big as this game is, could be compared to build a scyscraper.
I don't know how the lag is connected to the AoE cap,
The AoE cap is a double edged sword. On one hand, it encourages zerg behavior and you get the stacking of 60-100 people in a single spot which isnt combatable, causes massive lag, and crashes the server on a regular occasion. On the other hand, when you remove the AoE cap, the issues with Ultimate gain will come back with a vengeance.
Imagine Impule Spammers hitting 20 people at a single time and instantly fill their ultimate meter or a Bolt Mage bolting through a large zerg and instantly filling their ultimate due to the sheer number of people it's hitting on screen.
Ultimate gain issues are still prevelent and haven't been tweaked enough. Yes, changing Ultimate gain on crit from 3:1 certainly helped, but if you remove the AoE cap, you are going to see Ultimate spammers once again. I understand there is a plan to change Ultimate gains while healing so that if you are healing someone who is full health, you do not gain ultimate but that only partially fixes the problem, similar to the 3:1 crit conversion.
What they need to do is figure out a way to remove the AoE CAP while capping the maximum number of ultimate a single ability can gain. Make it, 10, 25, whatever makes sense.