dsoegiartob16_ESO wrote: »It was uncapped. Then people complained. Then it was capped.
dsoegiartob16_ESO wrote: »It was uncapped. Then people complained. Then it was capped.
Wow this thread again. *Eyeroll*
And if you're going to post about something at least make sure you're right. Everything was always capped, there were just some abilities that were inadvertently uncapped and Zeni fixed them. Facts. Use them.
What's with these choices? Only 6 targets or Armageddon?
I don't want to remove them fully, I dont think any sane player wants that. Consider HP drains like Inhale or Devouring Swarm. That stuff makes players immortals with infinite targets.
Instead I want to add more targets on offensive AoE abilities. Today it's only 6, making it very hard to damage someone hiding in a cluster of 20+. Even harder with all the healing and shield-stacking going on. You take more damage by spreading out, than stacking, right now. Shouldn't be able to avoid taking dmg, hiding behind numbers.
dsoegiartob16_ESO wrote: »It was uncapped. Then people complained. Then it was capped.
Wow this thread again. *Eyeroll*
And if you're going to post about something at least make sure you're right. Everything was always capped, there were just some abilities that were inadvertently uncapped and Zeni fixed them. Facts. Use them.
As much as I want to see 3 dks hold hundreds back at a breach... No
are we insane? we already are complaining about fire ring/bat swarm/Aoe Barbeque FEST, do we want aoe cap removed?
are we really this mentally challenged?
This is by far the most mindless thread on an internet forum. Ever. I'm literally face-palm irl.
Uncapping AoE would just change the meta (for the better imo).
1) NO MORE BLOBS! People would be forced to spread out to counter AoE, making single target abilities stronger by comparison.
2) Keep defenders get an advantage since they can easier defend a chokepoint opening up all kinds of posibilities that are already possible but rarely used such as
- Needing more than one hole in the wall
- Defenders can use gank squads to pick people off that aren't with the main zerg
- etc...
3) It would mean more people will run duel/skirmish builds rather than just being optimized for sieging. In combination with nerfed tents, we'd actually get decent open field smallscale action again!
Never claimed anything else
I don't know but my game (and normal) logic just says you shouldn't benefit from putting MORE people in the damaging AoE.
If they remove the cap they also need to add a falloff, meaning you take less damage the further from the source you are when getting hit.
I just don't see any other way to change the current zerg-blob meta.
Agrippa_Invisus wrote: »I doubt they'll ever remove the cap, and the consequences of doing so might be rather different than the magical thinking that seems to be going on.
OTOH, modifying the AOE cap might be a better choice. Up it to 8-10 targets, maybe drop the damage slightly, and you'll be able to handle the larger groups a bit better.
At the same time, removing AE caps completely promotes more use of Impulse (and others) spam, even without zergballing.
This game already has a huge problem with elite no life losers who play together every day ruining PVP for casual players.
AOE Caps are the only thing that holds these "elite" PVP guilds in check and gives casual players a fighting chance. (simply due to the fact that casuals have the ability to form a zerg and to outnumber the l33t's and beat them by sheer force of overwhelming numbers).
Be careful what you wish for because if AOE caps are removed you will have 8 man groups wiping out 100 man zergs of casuals who will never set foot in PVP again afterwards.
I have witnessed what happens in DAOC with this sort of thing.
Removing AOE caps will take all enjoyment away from PVP for all but the "leet doods" who play together 12 hours a day and will exploit the crap out of AOE CC followed by AOE DPS to wipe out ridiculous amounts of people at once.
What's wrong with that? It's immoral.ThyIronFist wrote: »This game already has a huge problem with elite no life losers who play together every day ruining PVP for casual players.
AOE Caps are the only thing that holds these "elite" PVP guilds in check and gives casual players a fighting chance. (simply due to the fact that casuals have the ability to form a zerg and to outnumber the l33t's and beat them by sheer force of overwhelming numbers).
Be careful what you wish for because if AOE caps are removed you will have 8 man groups wiping out 100 man zergs of casuals who will never set foot in PVP again afterwards.
I have witnessed what happens in DAOC with this sort of thing.
Removing AOE caps will take all enjoyment away from PVP for all but the "leet doods" who play together 12 hours a day and will exploit the crap out of AOE CC followed by AOE DPS to wipe out ridiculous amounts of people at once.
And what is wrong with a group of 8 organized people wiping a 100 "casuals"?
People currently hide in zerg blobs because they are safe inside a zergball. Why? Because of the Aoe caps.