- Given the AoE cap limit of 6
- Given 2 zergs of equal AoE skill/ranks/levels/etc ONLY difference, zerg A has 20 members, zerg B has 40 members with A having 4 healers and B having 4 healers.
Zerg B will totally dominate due to game design and mechanics. Sure more numbers is already a huge advantage but that advantage is totally compounded by AoE caps and healing:
- A lot of healing is "smart" and will heal those that need it
- As Zergs A and B collide in battle, B can hit a lot more targets in entirety. Zerg A will hit many less.
- B can more effectively heal those that get hit and not worry about those aren't
- A's healers will have to struggle tremendously because damage is statistically getting spread over their whole zerg, smart healing or not it's going to be a pain.
- For this example both zergs have the same amount of healers. If Zerg B had 8 healers (making the ratio of healer to group size equal) it gives B a huge healing advantage but it's not really needed, because the more DPS B has over A the more it will dominate because of the cap issues.
The larger the zerg the more the advantage. Get rid of AoE caps, this situation changes dramatically. Sure larger numbers will have somewhat of an advantage but without the compounding effect AoE caps introduce.
Edited by Sylvyr on December 9, 2014 6:52PM
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I'm not sure. No cap sounds like a way things could really get abused. I'm not sure, but if it would help against zerg balls count me in.
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I use AoE's all the time on my nightblade but removing the cap is a bad idea. Not just for PvP but even in PvE. Nightblades would be unstoppable if we had no cap to our AoE.
But make AoE smaller in range and/or reduce movement speed. There needs to be some sort of consequence for lifting the cap, otherwise you got nothing but sorcs & healers running around all day in PvP. It's bad enough as it is.
Edited by Darkrogue671 on December 10, 2014 6:04PM