Most of the players know why in most of the MMO games there are soft caps. For these who don't know, the soft caps prevents from imbalances such as instant kill, invulnerability, etc.
What I would like to address is several builds and the issues that cause when these builds stack. Currently if we have one tank(1h/sword)/vampire and if the class is DK or Templar, they are pretty hard to be killed. There is no problem in that (at least for me). These builds can hold 5 players for a reasonable time while they still do damage and it is even possible to kill 1 or 2 people before they die. It is still ok.
Now, if we have a group of 5-6 players with this build (tank(1h/sword)/vampire) we have a problem. They have a really good survivability and when they fight close to each other they have incredible CC and damage which stack. Most of the people will say it is easy to roll out of the talons or to roll out of the bat swarm, but when you have 5-6 players spamming them, it is almost impossible. Bat swarm has a radius of 10m. 5-6 players with bat swarm means that there are bats all over the map (the animation sucks, it is so difficult to distinguish it).
Another build is light armors, staff players. They use impulse, shields and ultimates. Again the build is not overpowered when you face only one player with such a build. When several players combine the same build we have a bomb group (known as train). It is very difficult to destroy such groups.
The big problem fighting both types of groups is that the skills they use are unblockable and spamable. These skills do less damage than single target skills (questionable because single target can be blocked, at least most of them).
A possible solution will be if there is some soft cap of the skills of the enemy players.
Example: let's have three players: A, B and C, who have the same skill and all of them hit you for 300 per hit. If the player A hit you with 300 then in the next 5 seconds only player A will hit you with the same skill for 100%, if a second player hit you with the same skill he will do let's say 80% (300*80% = 240) in these 5 seconds, if a third player hit you he will do 60% (300*60% = 180) in the next 5 seconds and so on.
I know that this probably is not the best solution but stacking the same builds in a group make them OP.
Any other ideas are very welcome!
Edited by Bashev on October 15, 2014 9:14AM Because I can!