The removal of dynamic ulti generation was the absolutely worst decision they have made since launch both in terms of PVP and PVE. It was obvious since the "lowering the inequality" speech a year ago and it still obvious now..For me it was the thing that marked the end of ESO as a game and the beginning of ESO as a comedy show.
I know others will vehemently disagree, but I think the dynamic ult DK from the 1.5 era was also a huge zerg-busting tool. Stack on crown? OK I'll zerg dive and bats bats bats. Spread out? I'm f*ked.
Here are my overall suggestions:
1. Uncap AoE completely
2. Dynamic Ult
3. HP ratio back to 1.5:1:1
4. Barrier nerfed to 6 targets
5. Prox det scales from basically 0 dmg against 1 player to current dmg against 10+.
Nivzruo_ESO wrote: »AoE is the real problem... remove AoE from the game it's a tool for bad players anyways.
Funny you said this because after pondering everything I read as well as what I wrote I realized the common denominator of each problem was AoEs in some form or fashion whether shield, heals or dps.
The best and easiest fix for this entire mess is to remove AoEs completely with the exception of siege and be done with it. You are right, AoEs are fundamentally a lazy and skilless mechanic for bad players.
Yes remove AoE. Then lets all sit back and watch as it become impossible for smaller groups to have any hope of doing anything in this game.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Ehhhh...
I know it's been said before, but people don't wanna know what a good guild is gonna do with uncapped AOE. It's not like we haven't played that game before.
What people don't get about running a raid is that a good one is better than the sum of it's parts. It's not 24 players, it's 24 players with builds designed to compliment each other, playing in such a way to maximize their strengths and minimize their weaknesses. That's not something you're going to code around without bringing in some absolutely ridiculous levels of individual damage/CC. Really, that's why your 4-man isn't wrecking a raid. We're doing exactly what you do but on a larger scale, and we have more players to assign to specialty roles. If we want a healer with 6k regen to only hit Cleanse, we can have that, if we want a NB with 50k stam hitting rapids every second cast, we can have that too.
A small man doesn't have the luxury of specialty roles or glass cannons or tanks. I been there, did it for ages. You have to be tanky, but you have to hit hard because no one is picking up your slack. Your healer can't be throwing out max high burst heals and also spec for high dps, sacrifices have to be made. Sacrifices a larger group does not and will never have to make.
In the end, EVERY SINGLE META this game has gone through has seen elite guilds adapt and use it to wreck face. Pre-aoe cap, aoe cap, etc. etc. Right now, just about the only thing that kills a good raid (aside from another good raid) is enough bodies being thrown at them that they can't cut through them fast enough before the sheer weight of it begins dropping people. Giving me capless aoe isn't going to make my raid squishier, it's going to make us hit much harder and take away one of our main weaknesses.
I think people have this image in their mind of their 4 man going in on a raid and dropping bodies, kiting off, rinse and repeat, beating the slow, cumbersome zerg with superior tactics and smarts. In reality those good raids are made up of players just as good as the small mans attacking them... there's just more of them and you can't put 4 good players against 24 good players and expect the 4 to win.
I'm all for improvements to the game, but AOE cap removal seems like a big step sideways for me. I'm all for it, I think it will relieve lag and all that jazz, but people who think it's going to change how raids play are mistaken. Stacking tight on crown these days isn't so much for damage reduction as it is all the other htings that make a raid tick. When two groups bomb each other one usually just MELTS, the aoe cap means nothing, people die FAST. Being close to crown allows for tighter maneuvers with a larger group, allows for aoe heals/purges to hit the group, allows for shields and barriers to hit the full group, allows for stacking in ground damage reduction ultis, AND THE NUMBER ONE thing it does is allows the raid to focus its damage into a white hot ball of death. That's the big one, and the reason why I think it's a poorly conceived idea.
Post AOE cap will be much like the old days of no AOE cap were: sure a group's a lil squishier, but they still have 8 templars, and their min-maxed dps is going to uttelry annihilate anything that comes close to them.
Ehhhh...
I know it's been said before, but people don't wanna know what a good guild is gonna do with uncapped AOE. It's not like we haven't played that game before.
What people don't get about running a raid is that a good one is better than the sum of it's parts. It's not 24 players, it's 24 players with builds designed to compliment each other, playing in such a way to maximize their strengths and minimize their weaknesses. That's not something you're going to code around without bringing in some absolutely ridiculous levels of individual damage/CC. Really, that's why your 4-man isn't wrecking a raid. We're doing exactly what you do but on a larger scale, and we have more players to assign to specialty roles. If we want a healer with 6k regen to only hit Cleanse, we can have that, if we want a NB with 50k stam hitting rapids every second cast, we can have that too.
A small man doesn't have the luxury of specialty roles or glass cannons or tanks. I been there, did it for ages. You have to be tanky, but you have to hit hard because no one is picking up your slack. Your healer can't be throwing out max high burst heals and also spec for high dps, sacrifices have to be made. Sacrifices a larger group does not and will never have to make.
In the end, EVERY SINGLE META this game has gone through has seen elite guilds adapt and use it to wreck face. Pre-aoe cap, aoe cap, etc. etc. Right now, just about the only thing that kills a good raid (aside from another good raid) is enough bodies being thrown at them that they can't cut through them fast enough before the sheer weight of it begins dropping people. Giving me capless aoe isn't going to make my raid squishier, it's going to make us hit much harder and take away one of our main weaknesses.
I think people have this image in their mind of their 4 man going in on a raid and dropping bodies, kiting off, rinse and repeat, beating the slow, cumbersome zerg with superior tactics and smarts. In reality those good raids are made up of players just as good as the small mans attacking them... there's just more of them and you can't put 4 good players against 24 good players and expect the 4 to win.
I'm all for improvements to the game, but AOE cap removal seems like a big step sideways for me. I'm all for it, I think it will relieve lag and all that jazz, but people who think it's going to change how raids play are mistaken. Stacking tight on crown these days isn't so much for damage reduction as it is all the other htings that make a raid tick. When two groups bomb each other one usually just MELTS, the aoe cap means nothing, people die FAST. Being close to crown allows for tighter maneuvers with a larger group, allows for aoe heals/purges to hit the group, allows for shields and barriers to hit the full group, allows for stacking in ground damage reduction ultis, AND THE NUMBER ONE thing it does is allows the raid to focus its damage into a white hot ball of death. That's the big one, and the reason why I think it's a poorly conceived idea.
Post AOE cap will be much like the old days of no AOE cap were: sure a group's a lil squishier, but they still have 8 templars, and their min-maxed dps is going to uttelry annihilate anything that comes close to them.
A 24 man organised train is very different to a zerg.
Of course the 24 man train will be hard to kill when it is active, however, a carefully planned and timed assault by a smaller group could easily wipe a bigger organised group. But only is aoe caps were removed.
I also agree with above post that you might very well see 20 man batman squads. These would be very effective vs zerg.
I guess that the counter to this would be to use area cc and damage reductions to slow them and steel tornado to kill them. Again though, it comes down to timing.
The game was designed, from the start, to have spammable abilities. The game works fine like this as a single player game but suffers as an MMO.
Ultimately, removing the caps will help better players and hinder worse players (probably the reason that they exist in the first place).
So I don't know what is the best course of action.
I still prefer to have the aoe batswarm and cc spam game than this castrated version of it that currently exists.
Alexandrious wrote: »Game needs tremendous work, been needing it since its first released, starting to think it will always need tremendous amounts of work to be anywhere past just "Decent".
Oh well, always Blade and Soul, Bless, EQ Next, Star Citizen and whatever hell else is coming out of the MMO mill, maybe one of em will actually be good, the very least, better than what ESO has right now.
The aoe Cap itself is neither the Problem nor the Solution for zerging.
It may be a fix for some Players so they can stomp zergs with a small Group.
But its not a fix for the majority of the playerbase, cause they will still not be able to go 10v24
Its like @Rylana allready said, removing the aoe cap will lead that strong bombzergs, dont know the guilds she mentioned cause im on EU, but also there are strong bombgroups, will be even stronger and roflstomb even bigger Zergs.
There are just a few bombzergs which you can beat atm just with outnummbering.
Abraxus(DC) Zergs and Karishas(EP) Zerg, if you remove the aoe cap, you take one Thing away why this Groups can be beaten.
The AOE mitigation from the cap is a good think in pvp.
The removal of the aoe cap will also lead that Battswarmin Emperor DKs will be aigan in a Godmode, not even the mention Bombzerg are able to beat them down
Ehhhh...
I know it's been said before, but people don't wanna know what a good guild is gonna do with uncapped AOE. It's not like we haven't played that game before.
What people don't get about running a raid is that a good one is better than the sum of it's parts. It's not 24 players, it's 24 players with builds designed to compliment each other, playing in such a way to maximize their strengths and minimize their weaknesses. That's not something you're going to code around without bringing in some absolutely ridiculous levels of individual damage/CC. Really, that's why your 4-man isn't wrecking a raid. We're doing exactly what you do but on a larger scale, and we have more players to assign to specialty roles. If we want a healer with 6k regen to only hit Cleanse, we can have that, if we want a NB with 50k stam hitting rapids every second cast, we can have that too.
A small man doesn't have the luxury of specialty roles or glass cannons or tanks. I been there, did it for ages. You have to be tanky, but you have to hit hard because no one is picking up your slack. Your healer can't be throwing out max high burst heals and also spec for high dps, sacrifices have to be made. Sacrifices a larger group does not and will never have to make.
In the end, EVERY SINGLE META this game has gone through has seen elite guilds adapt and use it to wreck face. Pre-aoe cap, aoe cap, etc. etc. Right now, just about the only thing that kills a good raid (aside from another good raid) is enough bodies being thrown at them that they can't cut through them fast enough before the sheer weight of it begins dropping people. Giving me capless aoe isn't going to make my raid squishier, it's going to make us hit much harder and take away one of our main weaknesses.
I think people have this image in their mind of their 4 man going in on a raid and dropping bodies, kiting off, rinse and repeat, beating the slow, cumbersome zerg with superior tactics and smarts. In reality those good raids are made up of players just as good as the small mans attacking them... there's just more of them and you can't put 4 good players against 24 good players and expect the 4 to win.
I'm all for improvements to the game, but AOE cap removal seems like a big step sideways for me. I'm all for it, I think it will relieve lag and all that jazz, but people who think it's going to change how raids play are mistaken. Stacking tight on crown these days isn't so much for damage reduction as it is all the other htings that make a raid tick. When two groups bomb each other one usually just MELTS, the aoe cap means nothing, people die FAST. Being close to crown allows for tighter maneuvers with a larger group, allows for aoe heals/purges to hit the group, allows for shields and barriers to hit the full group, allows for stacking in ground damage reduction ultis, AND THE NUMBER ONE thing it does is allows the raid to focus its damage into a white hot ball of death. That's the big one, and the reason why I think it's a poorly conceived idea.
Post AOE cap will be much like the old days of no AOE cap were: sure a group's a lil squishier, but they still have 8 templars, and their min-maxed dps is going to uttelry annihilate anything that comes close to them.
People fail to realise as well nothing changes to the small groups if AoE cap is removed, nothing is harder for them... they already took full damage anyway with the caps. It just makes them have more of a chance against larger groups who would 'turtle up' and spread the damage around. If they removed caps now larger groups take the correct damage they should take and if they don't want to take that they should spread out and not clump together.
byrom101b16_ESO wrote: »SolutionJob done
- Keep caps where they have them for player skill based AOE
- Have no cap on Seige AOE
- Turn all siege damage to Irresistible
- Give Purge a scaling 50% cost like Bolt Escape
byrom101b16_ESO wrote: »SolutionJob done
- Keep caps where they have them for player skill based AOE
- Have no cap on Seige AOE
- Turn all siege damage to Irresistible
- Give Purge a scaling 50% cost like Bolt Escape
give any class a classpurge to then
coalugating blood for DK
empowered ward for sorc
Couldn't disagree more with what nonsense he is talking about at 59m.
"Group of 4 used to wipe raids of 20" Well why on earth should you be able to do equal damage to unlimited number of targets? Why should one steel tornado hit twenty targets with equal damage? That's what he is doing in his videos mostly. Magicka detonations up, enter a group of people, start spamming aoe.
Ehhhh...
I know it's been said before, but people don't wanna know what a good guild is gonna do with uncapped AOE. It's not like we haven't played that game before.
What people don't get about running a raid is that a good one is better than the sum of it's parts. It's not 24 players, it's 24 players with builds designed to compliment each other, playing in such a way to maximize their strengths and minimize their weaknesses. That's not something you're going to code around without bringing in some absolutely ridiculous levels of individual damage/CC. Really, that's why your 4-man isn't wrecking a raid. We're doing exactly what you do but on a larger scale, and we have more players to assign to specialty roles. If we want a healer with 6k regen to only hit Cleanse, we can have that, if we want a NB with 50k stam hitting rapids every second cast, we can have that too.
A small man doesn't have the luxury of specialty roles or glass cannons or tanks. I been there, did it for ages. You have to be tanky, but you have to hit hard because no one is picking up your slack. Your healer can't be throwing out max high burst heals and also spec for high dps, sacrifices have to be made. Sacrifices a larger group does not and will never have to make.
In the end, EVERY SINGLE META this game has gone through has seen elite guilds adapt and use it to wreck face. Pre-aoe cap, aoe cap, etc. etc. Right now, just about the only thing that kills a good raid (aside from another good raid) is enough bodies being thrown at them that they can't cut through them fast enough before the sheer weight of it begins dropping people. Giving me capless aoe isn't going to make my raid squishier, it's going to make us hit much harder and take away one of our main weaknesses.
I think people have this image in their mind of their 4 man going in on a raid and dropping bodies, kiting off, rinse and repeat, beating the slow, cumbersome zerg with superior tactics and smarts. In reality those good raids are made up of players just as good as the small mans attacking them... there's just more of them and you can't put 4 good players against 24 good players and expect the 4 to win.
I'm all for improvements to the game, but AOE cap removal seems like a big step sideways for me. I'm all for it, I think it will relieve lag and all that jazz, but people who think it's going to change how raids play are mistaken. Stacking tight on crown these days isn't so much for damage reduction as it is all the other htings that make a raid tick. When two groups bomb each other one usually just MELTS, the aoe cap means nothing, people die FAST. Being close to crown allows for tighter maneuvers with a larger group, allows for aoe heals/purges to hit the group, allows for shields and barriers to hit the full group, allows for stacking in ground damage reduction ultis, AND THE NUMBER ONE thing it does is allows the raid to focus its damage into a white hot ball of death. That's the big one, and the reason why I think it's a poorly conceived idea.
Post AOE cap will be much like the old days of no AOE cap were: sure a group's a lil squishier, but they still have 8 templars, and their min-maxed dps is going to uttelry annihilate anything that comes close to them.
A 24 man organised train is very different to a zerg.
Of course the 24 man train will be hard to kill when it is active, however, a carefully planned and timed assault by a smaller group could easily wipe a bigger organised group. But only is aoe caps were removed.
I also agree with above post that you might very well see 20 man batman squads. These would be very effective vs zerg.
I guess that the counter to this would be to use area cc and damage reductions to slow them and steel tornado to kill them. Again though, it comes down to timing.
The game was designed, from the start, to have spammable abilities. The game works fine like this as a single player game but suffers as an MMO.
Ultimately, removing the caps will help better players and hinder worse players (probably the reason that they exist in the first place).
So I don't know what is the best course of action.
I still prefer to have the aoe batswarm and cc spam game than this castrated version of it that currently exists.
When people say zerg these days they usually mean a 24 man guild raid.
I still don't see how AOE caps are going to allow a small group to wipe us anymore than they can now. If a small group has the DPS to break through 6 barriers and 8+ healers than either my group is REALLY bad or the damage in this game is so insane that it's literally an FPS.
Just remember, if you can do it, I can do it. If your four man can bomb my group and do that much damage, i can have a heat zone of 12 meters around my raid you won't be able to touch without being disintegrated, and I mean that sincerely.
I'm fine with AOE caps going, I just think people have the wrong idea about why they should go and what will happen. Good guilds adapt, always. The meta has gone from hellfire dps, to tanky, to sustain, and huge DPS again, and all over. VE itself has had multiple transitions, from being extremely glass cannon to more tanky and back again, we've done the spectrum. So has every other good guild. AOE caps being lifted, in my opinion, are going to make it easier for elite small mans to wipe baddies. And yet, everyone will still complain about the 24-man zerg rolling over them, because in the end you just made those guilds hit a lot harder and that's about it.
Well why on earth should you be able to do equal damage to unlimited number of targets? Why should one steel tornado hit twenty targets with equal damage?
byrom101b16_ESO wrote: »SolutionJob done
- Keep caps where they have them for player skill based AOE
- Have no cap on Seige AOE
- Turn all siege damage to Irresistible except against Siege Shields
- Give all purge abilities a scaling 50% cost like Bolt Escape
If your group is bigger than 6 members gain 75% damage reduction.
Why should someone be able to kill an infinite amount of enemies, if given an opportunity, with an aoe ability? AOE cap is the best thing that came to this game and what he is speaking should be reversed 100% to make a point of what a terrible idea would it be to remove them.Why should they not? Why should any group above 6 get artificial damage mitigation?
Why should someone be able to kill an infinite amount of enemies, if given an opportunity, with an aoe ability? AOE cap is the best thing that came to this game and what he is speaking should be reversed 100% to make a point of what a terrible idea would it be tifo remove them.Why should they not? Why should any group above 6 get artificial damage mitigation?
Ehhhh...
I know it's been said before, but people don't wanna know what a good guild is gonna do with uncapped AOE. It's not like we haven't played that game before.
What people don't get about running a raid is that a good one is better than the sum of it's parts. It's not 24 players, it's 24 players with builds designed to compliment each other, playing in such a way to maximize their strengths and minimize their weaknesses. That's not something you're going to code around without bringing in some absolutely ridiculous levels of individual damage/CC. Really, that's why your 4-man isn't wrecking a raid. We're doing exactly what you do but on a larger scale, and we have more players to assign to specialty roles. If we want a healer with 6k regen to only hit Cleanse, we can have that, if we want a NB with 50k stam hitting rapids every second cast, we can have that too.
A small man doesn't have the luxury of specialty roles or glass cannons or tanks. I been there, did it for ages. You have to be tanky, but you have to hit hard because no one is picking up your slack. Your healer can't be throwing out max high burst heals and also spec for high dps, sacrifices have to be made. Sacrifices a larger group does not and will never have to make.
In the end, EVERY SINGLE META this game has gone through has seen elite guilds adapt and use it to wreck face. Pre-aoe cap, aoe cap, etc. etc. Right now, just about the only thing that kills a good raid (aside from another good raid) is enough bodies being thrown at them that they can't cut through them fast enough before the sheer weight of it begins dropping people. Giving me capless aoe isn't going to make my raid squishier, it's going to make us hit much harder and take away one of our main weaknesses.
I think people have this image in their mind of their 4 man going in on a raid and dropping bodies, kiting off, rinse and repeat, beating the slow, cumbersome zerg with superior tactics and smarts. In reality those good raids are made up of players just as good as the small mans attacking them... there's just more of them and you can't put 4 good players against 24 good players and expect the 4 to win.
I'm all for improvements to the game, but AOE cap removal seems like a big step sideways for me. I'm all for it, I think it will relieve lag and all that jazz, but people who think it's going to change how raids play are mistaken. Stacking tight on crown these days isn't so much for damage reduction as it is all the other htings that make a raid tick. When two groups bomb each other one usually just MELTS, the aoe cap means nothing, people die FAST. Being close to crown allows for tighter maneuvers with a larger group, allows for aoe heals/purges to hit the group, allows for shields and barriers to hit the full group, allows for stacking in ground damage reduction ultis, AND THE NUMBER ONE thing it does is allows the raid to focus its damage into a white hot ball of death. That's the big one, and the reason why I think it's a poorly conceived idea.
Post AOE cap will be much like the old days of no AOE cap were: sure a group's a lil squishier, but they still have 8 templars, and their min-maxed dps is going to uttelry annihilate anything that comes close to them.
A 24 man organised train is very different to a zerg.
Of course the 24 man train will be hard to kill when it is active, however, a carefully planned and timed assault by a smaller group could easily wipe a bigger organised group. But only is aoe caps were removed.
I also agree with above post that you might very well see 20 man batman squads. These would be very effective vs zerg.
I guess that the counter to this would be to use area cc and damage reductions to slow them and steel tornado to kill them. Again though, it comes down to timing.
The game was designed, from the start, to have spammable abilities. The game works fine like this as a single player game but suffers as an MMO.
Ultimately, removing the caps will help better players and hinder worse players (probably the reason that they exist in the first place).
So I don't know what is the best course of action.
I still prefer to have the aoe batswarm and cc spam game than this castrated version of it that currently exists.
When people say zerg these days they usually mean a 24 man guild raid.
I still don't see how AOE caps are going to allow a small group to wipe us anymore than they can now. If a small group has the DPS to break through 6 barriers and 8+ healers than either my group is REALLY bad or the damage in this game is so insane that it's literally an FPS.
Just remember, if you can do it, I can do it. If your four man can bomb my group and do that much damage, i can have a heat zone of 12 meters around my raid you won't be able to touch without being disintegrated, and I mean that sincerely.
I'm fine with AOE caps going, I just think people have the wrong idea about why they should go and what will happen. Good guilds adapt, always. The meta has gone from hellfire dps, to tanky, to sustain, and huge DPS again, and all over. VE itself has had multiple transitions, from being extremely glass cannon to more tanky and back again, we've done the spectrum. So has every other good guild. AOE caps being lifted, in my opinion, are going to make it easier for elite small mans to wipe baddies. And yet, everyone will still complain about the 24-man zerg rolling over them, because in the end you just made those guilds hit a lot harder and that's about it.
do you rly think ist "healthy" for the game to just bomb a blob of 20 Player to oblivion with 4?
While we speak about pvp yes, the cap is also affecting pve right now.
That is wath you all forgett, no matter wath you Change to combat or skills, pve will suffer.
And this should be the last think Zos should do.
So Zos have to rework, rethink, redo Cyro/IC itself, give Players more objectivs, Goals, is the way to go.
and dont come up with zos could just do it with battlespirit, we both know zos will not.......
do you rly think ist "healthy" for the game to just bomb a blob of 20 Player to oblivion with 4?
While we speak about pvp yes, the cap is also affecting pve right now.
That is wath you all forgett, no matter wath you Change to combat or skills, pve will suffer.
And this should be the last think Zos should do.
So Zos have to rework, rethink, redo Cyro/IC itself, give Players more objectivs, Goals, is the way to go.
and dont come up with zos could just do it with battlespirit, we both know zos will not.......
Yes its been mentioned before. You would simply buff resistance on trash mobs where AOE is used already to mitigate it - or raise their health limit.
do you rly think ist "healthy" for the game to just bomb a blob of 20 Player to oblivion with 4?
While we speak about pvp yes, the cap is also affecting pve right now.
That is wath you all forgett, no matter wath you Change to combat or skills, pve will suffer.
And this should be the last think Zos should do.
So Zos have to rework, rethink, redo Cyro/IC itself, give Players more objectivs, Goals, is the way to go.
and dont come up with zos could just do it with battlespirit, we both know zos will not.......
Yes its been mentioned before. You would simply buff resistance on trash mobs where AOE is used already to mitigate it - or raise their health limit.
and exactly there is you Problem,
not anyone has the skills we do, or some other strong Players.
Most Players in Eso have allready Problem to fight 5 Mobs in Upper Carg, not to mention a Group in IC.
And you will just buff them to remove the cap?
This will cause wath i mention above, the Problem with the market
you have to rething somthing
Why should someone be able to kill an infinite amount of enemies, if given an opportunity, with an aoe ability? AOE cap is the best thing that came to this game and what he is speaking should be reversed 100% to make a point of what a terrible idea would it be to remove them.Why should they not? Why should any group above 6 get artificial damage mitigation?
do you rly think ist "healthy" for the game to just bomb a blob of 20 Player to oblivion with 4?
While we speak about pvp yes, the cap is also affecting pve right now.
That is wath you all forgett, no matter wath you Change to combat or skills, pve will suffer.
And this should be the last think Zos should do.
So Zos have to rework, rethink, redo Cyro/IC itself, give Players more objectivs, Goals, is the way to go.
and dont come up with zos could just do it with battlespirit, we both know zos will not.......
Yes its been mentioned before. You would simply buff resistance on trash mobs where AOE is used already to mitigate it - or raise their health limit.
and exactly there is you Problem,
not anyone has the skills we do, or some other strong Players.
Most Players in Eso have allready Problem to fight 5 Mobs in Upper Carg, not to mention a Group in IC.
And you will just buff them to remove the cap?
This will cause wath i mention above, the Problem with the market
you have to rething somthing
Dont have to rethink anything - this is really only relevant to end game content like trials. Most other stuff isnt an issue. If you fight 5 mobs in upper crag youre not affected by AOE caps.
Its like youre going out of your way to find reasons not to make this happen - moving these figures is an easy change actually. Im proposing simplified solutions, not overly complex ones. Thats asking for trouble from design perspective.
Joy_Division wrote: »