Why on earth is scaling up to __FIVE__ enemies a thing?
I'm all up for making people split up. But why stop at 5? 3-8 players in a spot should be more vulnerable to AoE but have synergy + assist potential.
I get that scaling to 1-hit kill everyone should be prevented. But up to 25 * 1% (or imho 2%) sounds much better than 5 * 5%, if you ask me.
~5 players are group sizes that make for interesting and fun battles, punishment through siege and AoE for balling and benefits from AoE hals, synergies and assisted damage should be relatively close and call for in-fight decision making. 24-48 inside the same AoE range is what should just be punished. Sure, they still take the same damage as 5 peole do, but barriers, springs, etc give them additional benefits. If 5 players now have to think and decide quickyl, if they want to split are stay balled, 40+ people can just stay balled in a lot more situations.
Huge groups can still play together but in order to make use of their numbers, they would have to resort to more coordination than "everyone stick on the crown".
Edited by Kas on 29 July 2015 12:19 @bbu - AD/EU
Kasiia - Templar (AR46)
Kasiir Aberion - Sorc (AR38)
Dr Kastafari - Warden (~AR31)
+ many others