I hate all AOE. The more they get nerfed the better.
I am creating this poll for the entertainment value of reading the justification for answering no. Thanks for the participation.
AOE reliant gameplay is lazy, stupid and over-powered. I know the argument you refer to, but it amounts to fighting evil with evil. That is, leave it to the siege engins and make every other ability single target, so that at least a modicum of skill, like umm........I don't know ......... TARGETING SOMETHING is required.
AOE reliant gameplay is lazy, stupid and over-powered. I know the argument you refer to, but it amounts to fighting evil with evil. That is, leave it to the siege engins and make every other ability single target, so that at least a modicum of skill, like umm........I don't know ......... TARGETING SOMETHING is required.
AOE reliant gameplay is lazy, stupid and over-powered. I know the argument you refer to, but it amounts to fighting evil with evil. That is, leave it to the siege engins and make every other ability single target, so that at least a modicum of skill, like umm........I don't know ......... TARGETING SOMETHING is required.
Good luck wiping zergs only with single target spells
AoE centric games are boring. Lets all train together and press one button and never even have to target an enemy. Been there, done that and not doing it again.
Now an AoE that scales its damage depending on the number of targets hit and features a blow out mechanic to counter blobbing, well that is something I can support.
Yeah right, as if lifting the AOE cap will make a difference in that department. What you are actually asking for is an ability that a single person can cast once to wipe a zerg. Great. No zerg. No game either though. Such an ability would rule everywhere, not just against zergs. So you're asking ZOS to give every moron without situational awareness, positioning and targeting abilities an "I win" button.
Joy_Division wrote: »AoE centric games are boring. Lets all train together and press one button and never even have to target an enemy. Been there, done that and not doing it again.
Now an AoE that scales its damage depending on the number of targets hit and features a blow out mechanic to counter blobbing, well that is something I can support.
Have you stepped in Cyrodiil since April 2014?
AoE centric games are boring. Lets all train together and press one button and never even have to target an enemy. Been there, done that and not doing it again.
Now an AoE that scales its damage depending on the number of targets hit and features a blow out mechanic to counter blobbing, well that is something I can support.
AoE centric games are boring. Lets all train together and press one button and never even have to target an enemy. Been there, done that and not doing it again.
Now an AoE that scales its damage depending on the number of targets hit and features a blow out mechanic to counter blobbing, well that is something I can support.
The thing is: In games with extremely strong pbaoe stacking was not a phenomenon that occured often (if at all). If using aoe drives people to spread out it becomes less desireable to use said aoe.
AoE centric games are boring. Lets all train together and press one button and never even have to target an enemy. Been there, done that and not doing it again.
Now an AoE that scales its damage depending on the number of targets hit and features a blow out mechanic to counter blobbing, well that is something I can support.
The thing is: In games with extremely strong pbaoe stacking was not a phenomenon that occured often (if at all). If using aoe drives people to spread out it becomes less desireable to use said aoe.
That is exactly the problem. Simply lifting the AoE cap has been shown not to make people spread out. The bigger blob simply out AoEs the smaller blobs AoE.
However, now if you have an AoE that scales to the number of players hit then the smaller group could possibly out AoE the bigger AoE blob or force them to spread out.
How would it scale, i.e. at which number of enemies would it exceed the current base damage?
Well I would leave that up to ZoS to decide based on their engine's capabilities. However, the intent would be to make it so an AoE is not optimal in every combat encounter but rather a zergball buster.
Something along these lines.
e.g
1-5 Players hit would result in 50% of the tooltip damage
6-10 Players hit would result in 100% of the tooltip damage
10+ Players hit would result in 200% of the tooltip damage + blow out mechanic