Hi,
this is just a thought, but i think this im going outline below is how you stop the lag and AOE spamming on PVP.
1. Give Impulse, Wall of Elements, and and other AOE Diminishing Marginal Returns - This means for each player that is in range of the spell, reduce the damage by 9%, with a max reduction of 54% at 6 targets.
AOE attacks are meant to be supplemental, not the main focus of your attack...PVE/PVP be darned, they can scale dungeon mobs to compensate for the nerf, but AOE should have diminishing returns. if 6 targets are in range of Impulse, damage is reduced by 54%. AOE is meant to be used on 2-3 targets, not 5 or more, if you use it on 5 or more, your returns should be smaller and it should have horrid mana efficiency.
2. Give Impulse, Wall of Elements, and other AOE the same nerf Bolt Escape got - after 1 cast, the next cast within 4 seconds costs 50% more and halves your mana regeneration for 4 seconds.
3. Healing Springs should not restore ultimate unless healing a target thats health is below 100% and nerf Healing Springs/Ultimate generation by 5%- - This takes away some of the incentive for spamming this skill over and over, and over again, while still being a useful heal. Perhaps also slightly increase its cost.
This deters folks from spamming AOE over and over and lagging the server.
They need to do something to deter this AOE spamming in pVP, it causes too much lag...we have siege, ballista's, etc to use if we want AOE attacks....this will encourage folks to use siege instead of Impulse and the like.
just my 2 cents.
Generating ulty by spamming HS out of combat shouldn't even be an option, if that's the logic we have, I should be able to spam lighting flood repeatedly at the floor so I can generate free ulty too without hitting a target.
Since the healing springs is not restoring a single hp out of combat to people at 100% health, it should not be generating ulty. That would be no different then impulse spamming out of combat generating ulty, its a stupid mechanic (no offense)
I'm all for letting HS heal 6 targets and Gen ulty when its being used in combat or actually healing people, but not spamming it out of combat on full health targets.
frosth.darkomenb16_ESO wrote: »The target cap was actually always there.
There were just a couple "buged" abilities that got fixed in the patch that revealed its presence in the game..