lordrichter wrote: »I tend to agree that the AoE effect for players should be uncapped, or possibly capped but capped very high so that uncapped does not cause programming problems.
However, everyone seems surprised. Either people have not known, or noticed, that the AoE was capped, or they are specifically using AoE that is known to not have the cap limitation.
I guess I will have to go back and look to see if I can figure out whether one of those two cases applies.
Disappearingone wrote: »And by the way all the AoEs in PTS are not capped Dark Talons and Rite of Passage are not, you can check with the PTS players. I'm sure there are others too.
ZOS_JessicaFolsom wrote:We're working on pulling together a list of the impacted abilities. We'll likely have it tomorrow or Monday. That said, this only impacts a handful of area-of-effect abilities that did not already have a cap. Almost every area-of-effect ability in ESO already has a cap on the live server. This is not a sweeping change to all area-of-effect abilities.
xsorusb14_ESO wrote: »Already starting to see Zergs and Groups stack to avoid AoE in this game
*clap* *clap* congrats Matt, you managed to clone GW2 worst quality.
xsorusb14_ESO wrote: »Already starting to see Zergs and Groups stack to avoid AoE in this game
*clap* *clap* congrats Matt, you managed to clone GW2 worst quality.
I dunno if I would say it avoids AE.. but its clearly the strongest strategy to use.. which is pretty sad. While I didnt play GW2, I did hear about that being a problem there and that is pretty bad to let this happen here. I cannot really see an easy fix, other than increasing the AE cap to 15ish (if they dont want to remove it) as well as provide more ranged AE options. And possibly adding some AE debuffs, or more things in general to make people pay for being stacked.
Shaun98ca2 wrote: »Does anybody know if Ultimates are limited to the cap????
What about Negate Magic????
So a zergling shows up you pop Negate Magic and bomb them with AOE and kill them all or wilt their numbers away.
MAYBE caps is a good idea in this game. I understand in say it was bad in GW2 but there were probably OTHER factors as well that this game has already negated. I say let the devs get the game working properly THEN complain with facts and videos.
I cant imagine healing in this game being stronger than the capable damage output and CERTAINLY not sustainable.
I would make a zergling destroyer build with Lighting Destro Staff + lots of AOE abilities. Maybe a nice 2 hander melee build of 6 followed by a group of 6 healers....if the 6 melees are DKs they get 6 damage wards Templar get Sun Shield and with the proper morph procs damage.