So we all have our opinions on whether this is good or bad (most people seem to lean over to the "bad" side)... I personally think it's a bad "sweeping" change... all AoE's limited to 6 people would of course make the PvP lean further into the "Bigger numbers wins" game play that we've seen in other titles (Guild Wars 2, Warhammer Online).
Let's come up with constructive ways to change these instead.
I believe a spell like Impulse, or Meteor... open to all, anyone can benefit from this spell, should be uncapped AoE... but, I believe it should have a cast time of 1.5 seconds.
Impulse is the games go-to PbAoE skill, I compare it to the Eldritch's, Spiritmaster, or Frost Wizard of DAoC. Meteor is the Ultimate ranged AoE burst.
Vampire, like Werewolf is a tacked on side skill... it's a disease. I believe that these skills should be mostly passive, small gain abilities. I don't believe that they should replace all the others. Werewolf is underpowered right now, but probably more in line with what these *should* be. A sudden burst of berserker rage for the wolf, a passive stat increase for the vamps... a few skills to liven things up.
If these abilities are too strong, we may as well be playing Twilight Online instead of Elder Scrolls... everyone will be one or the other.
My fix? Exactly what Zenimax proposed. Cap Bat Swarm at 6 players hit. That way a Vampire tank is formidable, and likely will win a 1v1 against a non Vampire tank (unless he's built to kill Vamps)... but they're not invincible.
Other AoE abilities I believe should remain as they are. Lightning Flood, Volley, abilities like this are already fairly weak, and the AoE area is quite small (morphed lightning is bigger, at the cost of damage).
What do others think? What other skills need changes?
Brandizzle - NB
Drexill The Unbreakable - Sorc
For teh covenant.