I believe the following is still in effect since 1.6:
"Removed hard caps on the number of targets that can be affected by area of effect abilities.
AoE abilities can now hit up to 60 targets; the first 6 will take 100% damage, the next 24 targets will take 50% damage, and the last 30 targets will take 25% damage.
Abilities that apply a secondary effect, such as Dark Talons, will only immobilize the first 6 targets who take damage."
Why should this apply to players taking aoe damage in pvp?
Let's say you have an aoe that hits 60 players..
10% of those players take 100% damage, 40% take 50% damage, and 50% are tickled for 25% damage.
So your average player has damage reduced by 57.5%
Does this promote tactical small group play, or does it encourage stacking as many people as possible on to one spot for free damage reduction?
These extra players don't really even need to contribute, just by being there they reduce the chance that any other players take full damage from aoes.
And this is why you see the organized raids running with cannon fodder support groups.
16 players in their main group, the group they claim to be, 30-40 running with them that dont "count"
But in the end, the AD blob on Haderus, for example, is 50 strong all of the time.
Implying that the AD on Haderus is the only one who does this
Lava_Croft wrote: »
The biggest issue I see with removing AOE restrictions would be how easy it would make it to farm AP off of noob groups and die-hard zerg groups.
Maybe the AOE restriction should be based on kill credit rather than damage. By that I mean hitting 1 person with aoe or hitting 200 should hit them all for the same damage, yet there is an upper limit as to the amount of people you hit that you would get credit for hitting, thus avoiding the problem of AP or even Tel Var stone gain being too easy.
Just a thought, I think there are problems with that too, but no matter where you go with the issue, you will run into problems, so the best thing to do would be to analyze which problems cause the least anguish and which problems are the easiest to deal with and play with.