HazardousNovex wrote: »synergies are meant to have caps. that would fix your issue i think
It wouldn't fix my issue at all, I gained that much ultimate because my ability hit so many people, what I am trying to point out is that one cast of impulse without a cap could fill your ultimate completely, allowing people to be extremely powerful, increasing in power, the more people there are. This is exactly what people complained about when the OP vampire builds were used.
I agree that a smaller, coordinated group should be able to take out a larger, less disciplined group, but I just don't believe this is the way to do it, a fight should be decided on what tactics you use.
http://tamrielfoundry.com/topic/ultimate-gain-from-damage-demystified/
This explains ultimate gain in the game, I have tested and found that I can get about 5 ultimate per person I hit, decided by factors such as critical and damage. My ultimate costs 128, which means I could run into a group of 25, use impulse once and drop my ultimate, rinse and repeat until they're dead.
This is not the kind of gameplay I find fun.
xsorusb14_ESO wrote: »
There is a cap on how much each ability will give you in terms of ultimate right now
Right now, you don't for example get 30 Ultimate each time you do impulse, You can go check that right now if you want..
The cap on ultimates is around 15 from what I understand, Meaning no matter how many people you hit with Impulse, the max amount of ultimate you will get is 15. Now there was a bug recently, and they fixed it where People would do Fire Ring for example, and get the initial 15 from the Impulse hit, and then each person they put the dot on also ended up giving 15 over time with the dot as well.
Also the ability you hit that instantly sent your ultimate % up probably is broken and doesn't have a cap right now on its ultimate gain..I imagine its necrotic orb.
can the pvers who do trials with 12 complain about bosses hitting more than 6 people?
Trayyacakes wrote: »Paladin_echo1 wrote: »There is zero "proof" as to what killed Gw2 or if indeed it was ever killed. It's unknowable and subjective.
There is also zero proof that AOE cap removal will improve the game. It's a feature you want, but don't confuse it as a fact.
I think steps should be taken to discourage zerging and make smaller skirmishes more feasible, but I can get smaller skirmishes today without anything as drastic as an aoe cap removal. I remember 30 people standing motionless in daoc due to one aoe stun, and each getting decimated one by one. No thanks. Playing the game of who can fire the aoe first is no less mindless than spamming impulse.
GW2 is still hitting hard. However their servers are run much better than these. I don't like the impulse spamming, but I would rather have at least 10 people able to be hit by an aoe rather than just 6. The zergballing is getting out of hand. You CANNOT target 6 people specifically. And if that is not enough the siege seems to have a cap on it too. I hope they do take better steps to get rid of the zergball. Most Siege equipment does not even do enough damage to be taken seriously.
The problem with siege is a combination of 2 abilities. Barrier and Purge. The caps on both of those abilities is way higher than 6. There are 2 damage abilities that don't abide by the cap. one is the synergy for the last skill in undaunted, and the other is Caltrops. Purge and barrier are way more useful than both of those abilities.
@HazardousNovex
DudeAnd on ult generation, of course removing the cap on that would be insane. Removing aoe cap doesn't have to change ult generation cap at all.