(TL;DR at the bottom if you want) I think there should be some form of cap to AoE abilities, I understand that hitting 40+ people with 1 ability with full damage can be considered way too much damage, the AoE cap of most abilities being 6 in PVP however, is a terrible idea as that is an absolutely pathetic amount of players that can be affected considering the size of large groups in pvp content. I bought this game thinking there was no cap, but seeing there is a cap isn't that much of a letdown for me (its more what the cap currently is). I read in a post before that some abilities should have a 'max damage' cap and/or a 'distance-from-center' cap instead of a 'max target cap', good ideas, but I don't think they will work unless they are done in a specific way.
An idea that I think would make, at least a few, anti AoE cap (and pro current AoE cap) 'voters' happy would be a AoE cap that would affect a minimum of 12 targets and a maximum of 24 (or more if needed), because if you come up against another 24 player group, you can affect them all with your AoE's and vice-versa. I do realize however, in large scale pvp this cap could be considered just as bad as the 6 target cap because a lot of people do not want an AoE cap. I don't think I would be happy with no AoE cap (especially for certain abilities and ultimate's, talons and batswarm are the most concerning and even some AoE healing abilities) as this could make a player maxed out with AoE abilities way too overpowered in group situations, especially if there is at least 10 of them. Think about it, 10 players all using an AoE ability with no cap that does at least 200 damage to ALL targets would kill most players very quickly. Now obviously, I understand that this will promote spreading out on the battlefield (as much as a 12-24 AoE cap in my opinion) but if it does promote spreading out... having no AoE cap would technically become pointless would it not?
Lets talk about no (or a 12-24) healing AoE cap in non pvp situations though, the cap makes healers so much more effective than they should be, i mean, one healer that uses only AoE healing, could heal an entire large group by them self if everyone was close enough and could regain 15 magika from the first restoration staff morph (infinite magika basically) and you could have 18 (or 17 with 2 healers) DPS's and 6 tanks as opposed to 6 healers, 6 tanks and 12 DPS's (based on normal 4 player group dungeon roles which is generally 1 tank, 1 healer and 2 DPS's even though target cap is 6, not 4). I'm sure you can understand the difference 5-6 more DPS's could do.
To summarize and explain everything (basically a TL;DR), damaging abilities need an AoE cap out of pvp no matter what, but it should be increased. Some healing abilities should stick with/get more than the current cap out of pvp, healing abilities should have a lower cap than damaging abilities. In pvp healing and damaging abilities should also have a cap but it needs to be increased, more so for damaging ones than healing one. They definitely need to affect more than 6 targets as this makes most AoE abilities pointless in quite a few situations of pvp.
Shaun98ca2 wrote: »...
I was thinking...zerg blobs CANT heal as well in this game as others. Healing is done over time with 90% of the abilities PLUS mana regen makes this VERY hard to maintain. MAYBE there is a chance the system even with caps still favors well designed groups over large zerg blobs due to how bad healing is in general in addition to how powerful AOEs are to begin with as well as spamable.
(TL;DR at the bottom if you want) I think there should be some form of cap to AoE abilities, I understand that hitting 40+ people with 1 ability with full damage can be considered way too much damage, the AoE cap of most abilities being 6 in PVP however, is a terrible idea as that is an absolutely pathetic amount of players that can be affected considering the size of large groups in pvp content. I bought this game thinking there was no cap, but seeing there is a cap isn't that much of a letdown for me (its more what the cap currently is). I read in a post before that some abilities should have a 'max damage' cap and/or a 'distance-from-center' cap instead of a 'max target cap', good ideas, but I don't think they will work unless they are done in a specific way.
An idea that I think would make, at least a few, anti AoE cap (and pro current AoE cap) 'voters' happy would be a AoE cap that would affect a minimum of 12 targets and a maximum of 24 (or more if needed), because if you come up against another 24 player group, you can affect them all with your AoE's and vice-versa. I do realize however, in large scale pvp this cap could be considered just as bad as the 6 target cap because a lot of people do not want an AoE cap. I don't think I would be happy with no AoE cap (especially for certain abilities and ultimate's, talons and batswarm are the most concerning and even some AoE healing abilities) as this could make a player maxed out with AoE abilities way too overpowered in group situations, especially if there is at least 10 of them. Think about it, 10 players all using an AoE ability with no cap that does at least 200 damage to ALL targets would kill most players very quickly. Now obviously, I understand that this will promote spreading out on the battlefield (as much as a 12-24 AoE cap in my opinion) but if it does promote spreading out... having no AoE cap would technically become pointless would it not?
Lets talk about no (or a 12-24) healing AoE cap in non pvp situations though, the cap makes healers so much more effective than they should be, i mean, one healer that uses only AoE healing, could heal an entire large group by them self if everyone was close enough and could regain 15 magika from the first restoration staff morph (infinite magika basically) and you could have 18 (or 17 with 2 healers) DPS's and 6 tanks as opposed to 6 healers, 6 tanks and 12 DPS's (based on normal 4 player group dungeon roles which is generally 1 tank, 1 healer and 2 DPS's even though target cap is 6, not 4). I'm sure you can understand the difference 5-6 more DPS's could do.
To summarize and explain everything (basically a TL;DR), damaging abilities need an AoE cap out of pvp no matter what, but it should be increased. Some healing abilities should stick with/get more than the current cap out of pvp, healing abilities should have a lower cap than damaging abilities. In pvp healing and damaging abilities should also have a cap but it needs to be increased, more so for damaging ones than healing one. They definitely need to affect more than 6 targets as this makes most AoE abilities pointless in quite a few situations of pvp.
popatiberiuoneb18_ESO wrote: »Shaun98ca2 wrote: »...
I was thinking...zerg blobs CANT heal as well in this game as others. Healing is done over time with 90% of the abilities PLUS mana regen makes this VERY hard to maintain. MAYBE there is a chance the system even with caps still favors well designed groups over large zerg blobs due to how bad healing is in general in addition to how powerful AOEs are to begin with as well as spamable.
It seems you havent played around with ESO healing...Actually the healing will be at its peak in blobs since you get this autotarget sistem that ONLY EXISTS FOR HEALS. Some heals will find the target that needs it from 100 players while an aoe will simply hit a random...and i guess i dont have to remind you there are no cooldowns in this game to prevent someone from simply spamming autotargeted heals. If anything this works in the against cap crowd favour showing how little tought ZOS has put into balancing the skills.
Shaun98ca2 wrote: »Sopopatiberiuoneb18_ESO wrote: »Shaun98ca2 wrote: »...
I was thinking...zerg blobs CANT heal as well in this game as others. Healing is done over time with 90% of the abilities PLUS mana regen makes this VERY hard to maintain. MAYBE there is a chance the system even with caps still favors well designed groups over large zerg blobs due to how bad healing is in general in addition to how powerful AOEs are to begin with as well as spamable.
It seems you havent played around with ESO healing...Actually the healing will be at its peak in blobs since you get this autotarget sistem that ONLY EXISTS FOR HEALS. Some heals will find the target that needs it from 100 players while an aoe will simply hit a random...and i guess i dont have to remind you there are no cooldowns in this game to prevent someone from simply spamming autotargeted heals. If anything this works in the against cap crowd favour showing how little tought ZOS has put into balancing the skills.
I know quite a bit about healing. IF a target already has the HOT on them they wouldn't get healed again even though they are taking damage the HOT would target somebody else that doesn't already have it. On top of which YES its spamable but Magicka is very limited and hard to get back unless your a Sorcerer outside of combat and a Sorcerer get a 3 second channel.
3262 (88%) vs 440 (11%.)
People who want AoE caps are either niche or misinformed.
xsorusb14_ESO wrote: »DAOC had the best counter to PBAE and AOE effects....Spreading the hell out.
It worked for 12 Years just fine...AOE cap however in GW2, Not so much...the biggest failure in that game.
Hooray! We reached 1k comments, nearly 37k views, 3715 total votes and no word about why theres an AoE cap, way to go ZOS
34.7K Views, 970 Comments and not a single word about why theres an AoE cap in place.
TheGrandAlliance wrote: »34.7K Views, 970 Comments and not a single word about why theres an AoE cap in place.
@RaZaddha
I guess you failed to read my posts.
It is there to add realism to the game. One attack by a mage or a warrior cannot hit unlimited targets. There is so much "strength" of a warrior, or a mage's attack has only so much "magical power", and thus can only hit so many targets. If a mage wanted to hit more targets they would need to use more magic. A warrior limited by his strength.
Whether the cap is 6 or not can be debated. Nonetheless; why this concept is so hard to understand, I would not expect one's who consider RP aspects of games to understand therefore.
ON A *** FANTASY GAME, WAKE THE *** UP, NO ONE *** CARES ABOUT *** REALISM ON A *** FANTASY GAME
TheGrandAlliance wrote: »ON A *** FANTASY GAME, WAKE THE *** UP, NO ONE *** CARES ABOUT *** REALISM ON A *** FANTASY GAME
Uh....
1. Game Developer's Do
2. People who care about game's lore (RPer's) do
Just because the classic "first person shooter" players like yourself who generally disrespect the spirit of gaming and thus try to ruin it for everyone else doesn't mean loud peoples like yourself will win.
An AoE-cap is not logical. And too many not logical things may lower the immersion of a game.All you care about is how "realistic" AoE cap is ON A *** FANTASY GAME, WAKE THE *** UP, NO ONE *** CARES ABOUT *** REALISM ON A *** FANTASY GAME, I don't wanna hear your opinion about this anymore, the second we have forum ignore you are the first of my list.
I say no cause i think they should copy the DAoC AOE concept, make AOE weak from the center of the AOE to the outer of the AOE.
Maybe a AOE has a 10 meter radius then make the first 5 meter 100% damage and then every meter minus 10% damage so the outer player only gets 50% damage.
xsorusb14_ESO wrote: »DAOC had the best counter to PBAE and AOE effects....Spreading the hell out.
It worked for 12 Years just fine...AOE cap however in GW2, Not so much...the biggest failure in that game.
Actually DAOC implemented an explosion effect so the further you were away from the center of the AoE the less damage you took, but that came after launch and there was much grinding of teeth when they implemented it from the PBAE Enchanters.
TheGrandAlliance wrote: »
I do, I share the same opinion of 3278 other people, that we want DAoC combat, not GW2 zerg combat, while you are the only person I have ever seen who has the argument that AoE cap is "realistic", I'm the one who follows reason, you follow some mad man logic that the devs would ever implement such a lame, stupid, ***-poor excuse that AoE cap is "realistic".
TheGrandAlliance wrote: »34.7K Views, 970 Comments and not a single word about why theres an AoE cap in place.
@RaZaddha
I guess you failed to read my posts.
It is there to add realism to the game. One attack by a mage or a warrior cannot hit unlimited targets. There is so much "strength" of a warrior, or a mage's attack has only so much "magical power", and thus can only hit so many targets. If a mage wanted to hit more targets they would need to use more magic. A warrior limited by his strength.
Whether the cap is 6 or not can be debated. Nonetheless; why this concept is so hard to understand, I would not expect one's who consider RP aspects of games to understand therefore.
No. Area of Effect means it should affect an area.
You don't throw a grenade in a room and hit only 6/20 people.
You hit everyone in the blast radius.
Explain to me how a firery magical explosion should be different in "realism" terms (lolollol).