frosth.darkomenb16_ESO wrote: »If you had read the post instead of skimmed it, perhaps you'd know.
They are stronger than single damage only when guaranteed 6 targets.
They are guaranteed those targets only because people stack.
Even in keep assaults there are rarely 6 targets at the same area when fighting people unaware of the target cap.
If people didn't stack they'd be inferior in damage and sustainability. For ground targeted aoes, harder to aim than ranged single targets.
Target caps enforces people stacking at all times, remove them and single target damages become viable.
It's quite simple really, aoes are opportunistic in nature.
Reduce their opportunities, and you reduce their use.
frosth.darkomenb16_ESO wrote: »no aoe caps will create many more problems, including aoe lag. no thank you.
You are wrong on both count.
It will reduce aoe lag.
If you cared to read other people instead of throwing eroneus one liners, perhaps you'd know that.
Also, It will not cause "many more problems", more than anything, it will fix many of the existing ones. And the more important ones at that.
It will work fine, just as it did before being discovered and in all the other games that did large scale pvp right.
You're part of the people defending the cap tooth and nail, so if you're not in for your own benefit but for some sort of misguided good intent, then the burden of proof is on you:
What do aoe caps bring to the game that is worth all the issues they cause?
Why should they be saved despite being the cause of some of the major flaws left in the game? (namely, lag, stacking/blobing and random luck factor)
I'll try again, in shorter: Aoes are now the most viable abilities. There are no situations where you should slot a single target ability if you have access to an aoe instead.
Complete and utter non-sense. I literally just got done wiping an AD pulse group. We spread out and ranged them down using single target skills while they stood their spamming impulse like idiots.
Unfortunately, this is degrading into you are right because you say you are. Not much of a discussion.
"/sigh healing springs has a 8 meter radius."
"Huh? I can't think of a single synergy you can activate at range. They all require you to be near the skill. I.E. (banner, talons, bone shield, intensify, whatever)."
"That was exactly my point. Uncapping AOEs makes grouping a liability."
Why wouldn't people still stack?
And a 28 meters range, so yeah, it can heal pretty far.
But you failed to see my point, so here is me spelling it out:
Again, essentially allowing people to spread out in several lines but still work together.
That's enough time for 2-3 attacks per members of the 5 before the fastest of the 50 can start reacting.
the designers had knowledge of the caps and their effect. and they designed the game around them.
The range is pointless. You want people stacked on the circle so they all can be healed. If people are all spread out the healers need to spread all the healing circles around trying to figure which people need healed.
I didn't fail to see it. I simply don't agree with it. You list a bunch of skills that have a various different radiuses. To be able to use them all you would need to be within the smallest of those radiuses. Plus as many of the skills are centered on the caster all players need to be within half the radius. Which based on your list is 5m. Put a group of 40 in a 5 meter area and you get a blob.
Even if it was larger you would still end up stacking or near stacking simply because it's the simplest way to ensure you stay in range. Even if people managed to run around with 40 or more people in a 20 meter radius people will still complain about it being a giant zerg. It will almost certainly still be called a zerg ball.
Plus if said group of 40 was spread out like that the bat swarm guy could hit 10 of them at once if uncapped. Requiring the group to spread even more to minimize AOEs.
Seriously, go throw some caltrops on the ground (28m radius) and imagine 40 people standing in it. Then come back here and tell me that's spread out.
Players could do that but why would they? Why would they try to organize these lines which would be constantly shifting with every flank?
It would be the most inefficient and least effective way to do it plus it would be an organizational nightmare.
So I stand by my position that the group mechanics basically require it as it's the only reasonable way it will work in the game.
Okay sure. If you have 50 players that are completely unaware of their surroundings they could get wiped by 5 people. Of course, right now 5 people could set up 5 oil catapults and wipe the same group.
You really can't see past the current gameplay, can you?
My point was that these skills are not a reason to stack.
Perhaps seeing him come close and trigger his aoe? Maybe even try to avoid it?
Even using the minimum heal radius(8m) would be spread out, comparatively to the stacking we have now.
we have magical stealth in the game,