I personally very much dislike the introduced changes that Arcanist beam and Templar Jabs now have a target cap of 6 enemies. (Maybe even more skills?!)
One of my main reason is simply the immersion: It just feels wrong if you have e.g. seven meele enimies attacking you, and then you Jab and one doesnt take dmg.
We already have a target-cap on some heals / buffs. And while this also sometimes doesnt feel great or can be frustrating, it is a completely different aspect than applying a cap to damage skills in my opinion.
Also I am not sure, what problem this is suppose to adress?
If it is supposed to adress dmg creep then I think it will hit the wrong people. Most PvE Endgame fights do not consist of more then 6 enemies. So it will mostly affect trash fights. But those fights always have a lot of minor enimies which will die almost instantaneous and rarely more then 6 "large" enimies. However, the lower the group dmg the longer thos "small" enimies survive so basically it will feel worse to beginner groups. Also you often encounter large number of enimies in overland/solo content. E.g. Public Dungeons..... there it would just feel also and once again hurt the casual player more then the endgame user.
If it is supposed to address some PvP-related issue (balance, performance), please, at the very least, tie those changes to the battle spirit. But preferable consider other options like reduced damage per target hit or something. Just to keep the immersion alive and prevent tactics where "tanks" are basically able to body block damage.
So what are your opinions?
Let me know what you think and why (:
Edited by ExoY on 22 April 2025 22:24
Opinion on Target-Cap 91 votes
In Favor: target-cap on those skills is a great idea
Opposing: target-cap on those (or any other dmg-skill) is a terrible idea
Indifferent: don't care about target cap on dmg skills