Your deadlock theory is an interesting one - though I wonder if it is more rightly a livelock issue. If there are multiple threads going after a common set of lockable resources, deadlock avoidance mechanisms in the code (e.g., not holding one lock while waiting for another) can actually lead to livelock. Livelock can manifest itself much in the way the video shows - long periods of time where seemingly no progress (damage) is made, but once in a while some progress (damage) occurs, and then things stop again. Basically, a number of threads are spinning around each other trying to get access to common resources, but only rarely (or never) can any one thread get all the resources it needs, as some resources are almost always held by other threads. It also tends to be harder to debug than deadlock (deadlock is usually a hard fail). But without any clue of how the server implements any of this stuff - it's pretty wild speculation!frosth.darkomenb16_ESO wrote: »Thank you for clarifying that.frosth.darkomenb16_ESO wrote: »I don't believe anything I said was "haughty" - I'm sorry if it came across that way. There have been many posts where people have suggested the complexity of the target cap and/or damage calculations themselves are a cause of lag, and I don't believe that to be the case. I do admit that the "madness" resulting from AoE caps may very well be a cause of lag:frosth.darkomenb16_ESO wrote: »@smacx250
If you had paid attention to the thread and discussions, perhaps you wouldn't be so haughty and would know what we mean by "target caps cause lag".
<snip>
I am NOT saying all this madness isn't responsible for lag - but it certainly isn't the computational complexity of determining the caps that is at issue.
Are you agreeing or disagreeing with me? Or was your reply to my post an opportunity to rehash what you posted earlier, and really had nothing to do with what I was saying?
My post was me disagreeing directly with what you were saying.
It wasn't a rehash, I actually went in more details than I ever did on the technical aspect of the issue. (for me, the lag is secundary to the bad gameplay it causes)
While you aren't wrong that calculating the caps isn't heavy in a vacuum, it is an order of complexity higher than not having them. (n to n x n)
See the part on the sorting necessary for smart healing.
It also needs to be a single process in order to get accurate results.
If there were no caps, you could treat targets as they are getting discovered rather than wait for a complete list to be formed.
And each of those individual targets would be locked individually and treated faster than if the entire list had to be locked, sorted and treated before getting released.
See the part on the deadlock.
Those two are reasons why the cap themselves are a source of lag.
Of course, perhaps the issue here is smart healing rather than target caps. But the game's only sustainably spammable heal is an aoe that is capped like damage aoes are, and wouldn't be smart if it wasn't for the target caps.
In any case, the cap impacts player behavior, which is also a matter of engineering in my opinion. It is the context in which the software has to be developped and any solution has to take that into account.
Note that if what you surmise is true, we should expect lag to increase when ZOS implements their proposed AoE target cap "removal", as for large numbers of targets it will actually increase the calculations that are required (count all targets as they are found, calculate damage modifier, apply modified damage to all the targets) over what the AoE target cap does now (RNG weight each target as it is found, keep pointers to the six top weight targets, and apply damage to only those six targets).
Also note that there is no need for sorting to process smart healing - all one needs to do is keep track of the "X" lowest health players as the targets are traversed, which is much less compute intensive than a true sort.
Agreed on the first point. That's why I'm against that change.
Their considered solution is a small step in the right direction, but it doesn't change much. It isn't really a removal of the caps.
Gameplay wise, it just changes a hard cap for a soft cap and there may still be an incentive to stack depending on how steep the fall off is.
And it doesn't really improve anything on the computation side.
On the sorting ,you're correct. There is no need to sort the entire list. Your proposed implementation would only have a small overhead for assignations, but nothing drastic.
It's still slightly higher than no caps, but it isn't a valid argument anymore.
Thanks for pointing that out.
There is still noticeable lag increased by the usage of this tactic.
Do you think it can be attributed a bit to concurency issues (since it ends up in a deadlock) or to player behavior only?
While you do have a valid point about individual calculations being lightweight, the "madness" this mechanic causes is a source of lag the servers can't handle.
It is interesting to discuss why it happens but, as I said bebore, the gameplay is the primary issue.
xsorusb14_ESO wrote: »maxilaub17_ESO wrote: »xsorusb14_ESO wrote: »
WRONG!!!! THAT'S NOT AN AOE CAP ISSUE, server side you are not where your client is showing and the players on your screen are out of sync with your client too. What a bunch of BS.
The only thing I feel about AOE caps is these zerg ball AOE spams have to go period they ruin real skill based PvP.
you realize i'm standing in the same spot for a good portion of the video right?
CoolsHisHands wrote: »maxilaub17_ESO wrote: »WRONG!!!! THAT'S NOT AN AOE CAP ISSUE, server side you are not where your client is showing and the players on your screen are out of sync with your client too. What a bunch of BS.
The video is 12 minutes long of him just wandering around 50 baddies spamming impulse... Are you saying he was 12 minutes out of sync? :headscratch:
maxilaub17_ESO wrote: »CoolsHisHands wrote: »maxilaub17_ESO wrote: »WRONG!!!! THAT'S NOT AN AOE CAP ISSUE, server side you are not where your client is showing and the players on your screen are out of sync with your client too. What a bunch of BS.
The video is 12 minutes long of him just wandering around 50 baddies spamming impulse... Are you saying he was 12 minutes out of sync? :headscratch:
I've been in that situation for as long as the Zerg lasted and the only way to get synch'd again was to quite and relog back, it happened to me again just yesterday for about 7 minutes till I forced quit and re-logged. The length of the video is irrelevant to the problem of a server client de-synch.
Thrymbauld wrote: »Honestly, the most simple solution to spamming AOE's really is removing the cap, long before looking at any actual "fix" to the abilities themselves.
The current "best" survival tactic for an AE is to be IN it, with fifty of your best friends. So fifty people, all spamming abilities, all trying to survive, and all trying to move, in the same space the size of an office cubicle. As if that isn't enough, out of that clump of fifty the game has to figure out who is gonna get hit with the AE and who isn't---and a cursory examination suggests that it isn't an entirely random choice amongst the people in that area. Some can go without being hit through the whole salvo, others get blasted to death.
Remove the cap and, yes, AE just got a whole lot badder, because instead of wiping out 1% of your little army, it's capable of wiping out the whole thing if you actually choose to stand in it. Enough so, in fact, that you intensely DO NOT want to be in an area the size of a cubicle with fifty of your best friends. This suddenly means that all those localized calculations are spread out, the timing of them is spread out, and the targets are spread out. Fights become more granular and "manageable", at least on a server and individual player level.
What DOES become more difficult is a keep take. Odds are good that a single breach isn't going to be the norm anymore because a single breach can simply be coated in AE's and pinned down. In the cases of an enormous defense force, it's conceivable that half the wall will have to come down before actual entry can be made to happen, rather than pounding away at a singular breach until the blob "blobs up" enough to soak the AE into nonexistence. Sounds like fun, to be honest.
Luvsfuzzybunnies wrote: »
So if what I read is what you meant then you're saying even more aoe will be existing in one place(the area of a keep) so removing the aoe caps and causing more peopleasant to spam them at breaches is gonna reduce the lag how? The calculations obviously grind the server to a halt as is so increasing them as rune_relic pointed out will only magnify the problem. Yes zerg balling is an issue no removing aoe caps is not going to be a magical fix all that most people seem to think it will be.
frosth.darkomenb16_ESO wrote: »Never heard the use of livelock before, but only deadlock for issues of this kind, but it could be something "lost in translation" as english never was my primary training language.
Luvsfuzzybunnies wrote: »Thrymbauld wrote: »Honestly, the most simple solution to spamming AOE's really is removing the cap, long before looking at any actual "fix" to the abilities themselves.
The current "best" survival tactic for an AE is to be IN it, with fifty of your best friends. So fifty people, all spamming abilities, all trying to survive, and all trying to move, in the same space the size of an office cubicle. As if that isn't enough, out of that clump of fifty the game has to figure out who is gonna get hit with the AE and who isn't---and a cursory examination suggests that it isn't an entirely random choice amongst the people in that area. Some can go without being hit through the whole salvo, others get blasted to death.
Remove the cap and, yes, AE just got a whole lot badder, because instead of wiping out 1% of your little army, it's capable of wiping out the whole thing if you actually choose to stand in it. Enough so, in fact, that you intensely DO NOT want to be in an area the size of a cubicle with fifty of your best friends. This suddenly means that all those localized calculations are spread out, the timing of them is spread out, and the targets are spread out. Fights become more granular and "manageable", at least on a server and individual player level.
What DOES become more difficult is a keep take. Odds are good that a single breach isn't going to be the norm anymore because a single breach can simply be coated in AE's and pinned down. In the cases of an enormous defense force, it's conceivable that half the wall will have to come down before actual entry can be made to happen, rather than pounding away at a singular breach until the blob "blobs up" enough to soak the AE into nonexistence. Sounds like fun, to be honest.
So if what I read is what you meant then you're saying even more aoe will be existing in one place(the area of a keep) so removing the aoe caps and causing more peopleasant to spam them at breaches is gonna reduce the lag how? The calculations obviously grind the server to a halt as is so increasing them as rune_relic pointed out will only magnify the problem. Yes zerg balling is an issue no removing aoe caps is not going to be a magical fix all that most people seem to think it will be.
frosth.darkomenb16_ESO wrote: »Luvsfuzzybunnies wrote: »Thrymbauld wrote: »Honestly, the most simple solution to spamming AOE's really is removing the cap, long before looking at any actual "fix" to the abilities themselves.
The current "best" survival tactic for an AE is to be IN it, with fifty of your best friends. So fifty people, all spamming abilities, all trying to survive, and all trying to move, in the same space the size of an office cubicle. As if that isn't enough, out of that clump of fifty the game has to figure out who is gonna get hit with the AE and who isn't---and a cursory examination suggests that it isn't an entirely random choice amongst the people in that area. Some can go without being hit through the whole salvo, others get blasted to death.
Remove the cap and, yes, AE just got a whole lot badder, because instead of wiping out 1% of your little army, it's capable of wiping out the whole thing if you actually choose to stand in it. Enough so, in fact, that you intensely DO NOT want to be in an area the size of a cubicle with fifty of your best friends. This suddenly means that all those localized calculations are spread out, the timing of them is spread out, and the targets are spread out. Fights become more granular and "manageable", at least on a server and individual player level.
What DOES become more difficult is a keep take. Odds are good that a single breach isn't going to be the norm anymore because a single breach can simply be coated in AE's and pinned down. In the cases of an enormous defense force, it's conceivable that half the wall will have to come down before actual entry can be made to happen, rather than pounding away at a singular breach until the blob "blobs up" enough to soak the AE into nonexistence. Sounds like fun, to be honest.
So if what I read is what you meant then you're saying even more aoe will be existing in one place(the area of a keep) so removing the aoe caps and causing more peopleasant to spam them at breaches is gonna reduce the lag how? The calculations obviously grind the server to a halt as is so increasing them as rune_relic pointed out will only magnify the problem. Yes zerg balling is an issue no removing aoe caps is not going to be a magical fix all that most people seem to think it will be.
The thing is, it won't be more spam since it will do actual damage and people will avoid those locations or die quickly in it.
The issue now, with the cap, is that depsite spamming, the survavibility of groups enable them to keep fighting without moving from their stacked up location.
Removing the caps removes the situations where spamming occur, hence reducing the spam and lag.
@Wreuntzylla Haha thanks. And I try to format by logical argument spread out in paragraphs. The way I would pause in between sentences by voice.
Rune_Relic wrote: »frosth.darkomenb16_ESO wrote: »Luvsfuzzybunnies wrote: »Thrymbauld wrote: »Honestly, the most simple solution to spamming AOE's really is removing the cap, long before looking at any actual "fix" to the abilities themselves.
The current "best" survival tactic for an AE is to be IN it, with fifty of your best friends. So fifty people, all spamming abilities, all trying to survive, and all trying to move, in the same space the size of an office cubicle. As if that isn't enough, out of that clump of fifty the game has to figure out who is gonna get hit with the AE and who isn't---and a cursory examination suggests that it isn't an entirely random choice amongst the people in that area. Some can go without being hit through the whole salvo, others get blasted to death.
Remove the cap and, yes, AE just got a whole lot badder, because instead of wiping out 1% of your little army, it's capable of wiping out the whole thing if you actually choose to stand in it. Enough so, in fact, that you intensely DO NOT want to be in an area the size of a cubicle with fifty of your best friends. This suddenly means that all those localized calculations are spread out, the timing of them is spread out, and the targets are spread out. Fights become more granular and "manageable", at least on a server and individual player level.
What DOES become more difficult is a keep take. Odds are good that a single breach isn't going to be the norm anymore because a single breach can simply be coated in AE's and pinned down. In the cases of an enormous defense force, it's conceivable that half the wall will have to come down before actual entry can be made to happen, rather than pounding away at a singular breach until the blob "blobs up" enough to soak the AE into nonexistence. Sounds like fun, to be honest.
So if what I read is what you meant then you're saying even more aoe will be existing in one place(the area of a keep) so removing the aoe caps and causing more peopleasant to spam them at breaches is gonna reduce the lag how? The calculations obviously grind the server to a halt as is so increasing them as rune_relic pointed out will only magnify the problem. Yes zerg balling is an issue no removing aoe caps is not going to be a magical fix all that most people seem to think it will be.
The thing is, it won't be more spam since it will do actual damage and people will avoid those locations or die quickly in it.
The issue now, with the cap, is that depsite spamming, the survavibility of groups enable them to keep fighting without moving from their stacked up location.
Removing the caps removes the situations where spamming occur, hence reducing the spam and lag.
@Wreuntzylla Haha thanks. And I try to format by logical argument spread out in paragraphs. The way I would pause in between sentences by voice.
Makes no sense to me....sure the fight might not last as long... but that's only because there will be far more aoe affecting far more people in action (rather than the limited people it affects now).
So maybe the lag (fight) wont last as long but IMHO that lag will be much worse. We'll see soon enough. And if the server locks up/rollbacks and crashes more often..who wins ?
And if they die quicker...well...who cares....that's what spawn camps are for right ?
frosth.darkomenb16_ESO wrote: »Rune_Relic wrote: »frosth.darkomenb16_ESO wrote: »Luvsfuzzybunnies wrote: »Thrymbauld wrote: »Honestly, the most simple solution to spamming AOE's really is removing the cap, long before looking at any actual "fix" to the abilities themselves.
The current "best" survival tactic for an AE is to be IN it, with fifty of your best friends. So fifty people, all spamming abilities, all trying to survive, and all trying to move, in the same space the size of an office cubicle. As if that isn't enough, out of that clump of fifty the game has to figure out who is gonna get hit with the AE and who isn't---and a cursory examination suggests that it isn't an entirely random choice amongst the people in that area. Some can go without being hit through the whole salvo, others get blasted to death.
Remove the cap and, yes, AE just got a whole lot badder, because instead of wiping out 1% of your little army, it's capable of wiping out the whole thing if you actually choose to stand in it. Enough so, in fact, that you intensely DO NOT want to be in an area the size of a cubicle with fifty of your best friends. This suddenly means that all those localized calculations are spread out, the timing of them is spread out, and the targets are spread out. Fights become more granular and "manageable", at least on a server and individual player level.
What DOES become more difficult is a keep take. Odds are good that a single breach isn't going to be the norm anymore because a single breach can simply be coated in AE's and pinned down. In the cases of an enormous defense force, it's conceivable that half the wall will have to come down before actual entry can be made to happen, rather than pounding away at a singular breach until the blob "blobs up" enough to soak the AE into nonexistence. Sounds like fun, to be honest.
So if what I read is what you meant then you're saying even more aoe will be existing in one place(the area of a keep) so removing the aoe caps and causing more peopleasant to spam them at breaches is gonna reduce the lag how? The calculations obviously grind the server to a halt as is so increasing them as rune_relic pointed out will only magnify the problem. Yes zerg balling is an issue no removing aoe caps is not going to be a magical fix all that most people seem to think it will be.
The thing is, it won't be more spam since it will do actual damage and people will avoid those locations or die quickly in it.
The issue now, with the cap, is that depsite spamming, the survavibility of groups enable them to keep fighting without moving from their stacked up location.
Removing the caps removes the situations where spamming occur, hence reducing the spam and lag.
@Wreuntzylla Haha thanks. And I try to format by logical argument spread out in paragraphs. The way I would pause in between sentences by voice.
Makes no sense to me....sure the fight might not last as long... but that's only because there will be far more aoe affecting far more people in action (rather than the limited people it affects now).
So maybe the lag (fight) wont last as long but IMHO that lag will be much worse. We'll see soon enough. And if the server locks up/rollbacks and crashes more often..who wins ?
And if they die quicker...well...who cares....that's what spawn camps are for right ?
First, there will be less aoe spam in general gameplay because there won't be stacks of people. Aoes will impact less people than now. Rather than having 6 guaranteed targets, you'd get an average of 2 to 4 at best.
If you don't have the appropriate target for an ability, then you don't use it.
You assume the herd mentality players will spread out instead of follow the norm. Same way they are told not to spam attack reflective scales and carry on regardless
Second, when people stack for lack of other alternatives, pushing through a bridge for instance, the spam will greatly be reduced.
If 10 aoes are enough where 100 would be necessary with the cap, then you have 10 times less spamming.
Even this spike of focus fire is lower than the current "normal state" with caps.
You assume the players are going to communicate and say "hey, stop spamming aoe we don't need so much". Reality is everyone who has aoe is going to spam the aoe on that crunch point.
It's all fairly simple and I don't see how to phrase it so it can make sense to you.
Rune_Relic wrote: »frosth.darkomenb16_ESO wrote: »Rune_Relic wrote: »frosth.darkomenb16_ESO wrote: »Luvsfuzzybunnies wrote: »Thrymbauld wrote: »Honestly, the most simple solution to spamming AOE's really is removing the cap, long before looking at any actual "fix" to the abilities themselves.
The current "best" survival tactic for an AE is to be IN it, with fifty of your best friends. So fifty people, all spamming abilities, all trying to survive, and all trying to move, in the same space the size of an office cubicle. As if that isn't enough, out of that clump of fifty the game has to figure out who is gonna get hit with the AE and who isn't---and a cursory examination suggests that it isn't an entirely random choice amongst the people in that area. Some can go without being hit through the whole salvo, others get blasted to death.
Remove the cap and, yes, AE just got a whole lot badder, because instead of wiping out 1% of your little army, it's capable of wiping out the whole thing if you actually choose to stand in it. Enough so, in fact, that you intensely DO NOT want to be in an area the size of a cubicle with fifty of your best friends. This suddenly means that all those localized calculations are spread out, the timing of them is spread out, and the targets are spread out. Fights become more granular and "manageable", at least on a server and individual player level.
What DOES become more difficult is a keep take. Odds are good that a single breach isn't going to be the norm anymore because a single breach can simply be coated in AE's and pinned down. In the cases of an enormous defense force, it's conceivable that half the wall will have to come down before actual entry can be made to happen, rather than pounding away at a singular breach until the blob "blobs up" enough to soak the AE into nonexistence. Sounds like fun, to be honest.
So if what I read is what you meant then you're saying even more aoe will be existing in one place(the area of a keep) so removing the aoe caps and causing more peopleasant to spam them at breaches is gonna reduce the lag how? The calculations obviously grind the server to a halt as is so increasing them as rune_relic pointed out will only magnify the problem. Yes zerg balling is an issue no removing aoe caps is not going to be a magical fix all that most people seem to think it will be.
The thing is, it won't be more spam since it will do actual damage and people will avoid those locations or die quickly in it.
The issue now, with the cap, is that depsite spamming, the survavibility of groups enable them to keep fighting without moving from their stacked up location.
Removing the caps removes the situations where spamming occur, hence reducing the spam and lag.
@Wreuntzylla Haha thanks. And I try to format by logical argument spread out in paragraphs. The way I would pause in between sentences by voice.
Makes no sense to me....sure the fight might not last as long... but that's only because there will be far more aoe affecting far more people in action (rather than the limited people it affects now).
So maybe the lag (fight) wont last as long but IMHO that lag will be much worse. We'll see soon enough. And if the server locks up/rollbacks and crashes more often..who wins ?
And if they die quicker...well...who cares....that's what spawn camps are for right ?
First, there will be less aoe spam in general gameplay because there won't be stacks of people. Aoes will impact less people than now. Rather than having 6 guaranteed targets, you'd get an average of 2 to 4 at best.
If you don't have the appropriate target for an ability, then you don't use it.
You assume the herd mentality players will spread out instead of follow the norm. Same way they are told not to spam attack reflective scales and carry on regardless
Second, when people stack for lack of other alternatives, pushing through a bridge for instance, the spam will greatly be reduced.
If 10 aoes are enough where 100 would be necessary with the cap, then you have 10 times less spamming.
Even this spike of focus fire is lower than the current "normal state" with caps.
You assume the players are going to communicate and say "hey, stop spamming aoe we don't need so much". Reality is everyone who has aoe is going to spam the aoe on that crunch point.
It's all fairly simple and I don't see how to phrase it so it can make sense to you.
So yes... fairly simple is 100% assumption and guesswork in reality. Like I said. I will wait and see.
Check the OP of this thread:Lord_Draevan wrote: »
Check the OP of this thread:Lord_Draevan wrote: »
http://forums.elderscrollsonline.com/discussion/134382/info-from-zos-regarding-aoe-target-cap
The solution ZOS is currently considering involves healing remaining capped at 6 targets, but AoE damage being unlimited in the number of targets it can affect, but subjecting that damage to a damage falloff effect where as an AoE hits more and more targets the damage dealt to additional targets decreases by some scaled percentage.
Lord_Draevan wrote: »Check the OP of this thread:Lord_Draevan wrote: »
http://forums.elderscrollsonline.com/discussion/134382/info-from-zos-regarding-aoe-target-cap
The solution ZOS is currently considering involves healing remaining capped at 6 targets, but AoE damage being unlimited in the number of targets it can affect, but subjecting that damage to a damage falloff effect where as an AoE hits more and more targets the damage dealt to additional targets decreases by some scaled percentage.
That sounds like a practical solution. I hope it gets implemented soon. The healing part will definitely ruin the impulse-zergs too.
dwemer_paleologist wrote: »i dont understand how zenimax can consider this type of spamming that happens constantly in cryodiil with the fire staffs and all the area of effect spamming to be considered fun and pvp at all.
Firstly, there is AOE in the game, if your attacking a large group of people you would have to be a moron to not use it!I see people saying its the most efficient way to win...That didn't look efficient at all. It looked like a bunch of clowns who cause the lag and complain to zenimax that there is lag. If there were no lag I could see the argument for aoe caps being removed. They don't force you to fight pvp like you fight pve. That is your choice and when they remove aoe caps folks will find the next non skill way of playing.
So with the change every one can be wiped by just a group of 10 who use the same attack at the same time, I can see BOT trains coming back!For instance, the average hits to kill a character is around 10. Without caps, a group needs 10 hits no matter how large it is.
With caps it takes 10 x size / cap
So a standard group of 24 takes at best 40 aoe attacks rather than 10. Possibly more as this would be the "luckiest" situation where each aoe hits the same previous 6 targets.
.
frosth.darkomenb16_ESO wrote: »
@Cherryblossom
Your two consecutive comments contradict each other.
How can it be a numbers game and at the same time you fear that 10 people can wipe an other group in one attack?
Truth is, what we have now is a number game. The more you are, the more you benefit from stacking. In addition, stacking makes it easy to coordinate larger groups and using very limited tactics: follow crown, spam impulse and grand healing. This is bot train material right here.
Cherryblossom wrote: »frosth.darkomenb16_ESO wrote: »
@Cherryblossom
Your two consecutive comments contradict each other.
How can it be a numbers game and at the same time you fear that 10 people can wipe an other group in one attack?
Truth is, what we have now is a number game. The more you are, the more you benefit from stacking. In addition, stacking makes it easy to coordinate larger groups and using very limited tactics: follow crown, spam impulse and grand healing. This is bot train material right here.
I do not believe I contradicted myself, I argued that whilst we had the CAP a Smaller well organised group can currently wipe a larger group (especially the train you describe). With no AOE CAP the Larger group will always win!
My second comment was based on someones assessment that it takes 10 impulse to kill someone, so theoretically 10 similultaneous impulses is an automatic kill of all in range! It doesn't take a bot that was me being sarcastic, but a large group will put out enough damage that they can still keep grouped as everything they come in contact with, will die before they can make any dent.
With the extra changes to Oil as well, stoping a large group will be nigh on impossible
xsorusb14_ESO wrote: »How have you not been laughed off the forum yet?
You realize we have countless games that show this to be the exact opposite?
With no AOE cap in place the larger group will not always win..It'll be which ever group gets the first strike usually.
frosth.darkomenb16_ESO wrote: »@Rune_Relic
Do you even read what people take time to type to you?
I addressed your answer in my post just above yours.
Even in the rare case where a group is stacked, the spike of one focus fire is inferior to the ongoing sustained activity of the stacking spam we have currently. The real killer is smart healing spamming, and the longer you survive, the more you spam it.
But this will be a rare case as most fights don't occur in choke points.
In a spread out formation you barely hit 4 targets which is less than the caps.
it will both remove most situations where you would spam, and make those that remain cost less than with caps.
Now on to your comment about ttk and camps:
I'm not sure you realize the survivability an individual in a stacking group has compared to what it should have. You either get wiped or you don't lose many members.
It's not just about ttk, but about attrition. If you have members respawning more regulary, then you increase the need for camps.
Removing the stacking also reduces by a lot the Ap gains of larger groups, which in the end also reduces their ability to maintain camps.
This is a two pronged indirect nerf to forward camps usage.