GossiTheDog wrote: »I'm in support of this change. People are spamming AoE to win (including zergs).
At least we can be thankful they did not change aoe skills to do damage based on the amount of players being hit cause then the tactic would be to clump because the more players hit by the skill, the less damage is done to each player. So....careful what you wish for, cause the aoe issue does need to be addressed and there are far more painful ways they can go about changing it. Just remember that.
Except that its not the answer you'd get from a GW2 veteran.Look at GW2, ask any vet why stacking is so important, ask any vet why a zerg death ball is more effective than spreading out. It simply is due to the fact that since it can only hit 5 people, no 2 AoE will hit the same target, so, the more people the more the chance that all aoe damage will be spread out evenly across everyone, making it easier to heal instead of bursting people one-by-one.
To be honest, two people killing a zerg due to uncapped aoe abilties does not skilled play make.
cvghosteb17_ESO wrote: »Needed change, bad implementation.
I think it's unreal for an AoE ability to hit only a portion of people standing directly in the AoE. Really. That's the whole point of AoE. Hit everything in that AREA.
I remember, from many many years playing the now long-dead-to-me MMO, reading plenty of patch notes that stated a clear and, in my point of view, reasonable way to cap AoE.
The final solution: Do not cap the number of targets the AoE can hit. Cap the damage the AoE can do.
Lets take the implementation right now : aoe hits 6 targets. No more.
Now, if the AoE would hit ALL of the target, but scale down the damage to individual targets so that is is equal to the damage it would do to 6 targets, the word AoE would not lose it's meaning. And would be as destructive when used by a coordinated group.
I think WoW used soft damage cap of 12 targets, then scaled down.
tl;dr; calculation time
AoE, 200 damage per target:
1..6 targets : 200 damage per target. Max damage is 6x200 = 1200
7 targets : 1200 damage total. Damage per target: 171
8 targets: 1200 damage total. Damage per target: 150
....
12 targets: 1200 damage total, 100 damage per target.
....
24 targets: 1200 damage total. 50 damage per target.
Those are in no way real numbers, just to give you a hint that it could work.
The fix is already coded. They most certainly have an enum of the targets that should be affected by the current aoe (tick). What they do now is play RNGeesus and single out 6 of those to get hit, when actually it's as simple as:blackwolf7 wrote: »cvghosteb17_ESO wrote: »Needed change, bad implementation.
I think it's unreal for an AoE ability to hit only a portion of people standing directly in the AoE. Really. That's the whole point of AoE. Hit everything in that AREA.
I remember, from many many years playing the now long-dead-to-me MMO, reading plenty of patch notes that stated a clear and, in my point of view, reasonable way to cap AoE.
The final solution: Do not cap the number of targets the AoE can hit. Cap the damage the AoE can do.
Lets take the implementation right now : aoe hits 6 targets. No more.
Now, if the AoE would hit ALL of the target, but scale down the damage to individual targets so that is is equal to the damage it would do to 6 targets, the word AoE would not lose it's meaning. And would be as destructive when used by a coordinated group.
I think WoW used soft damage cap of 12 targets, then scaled down.
tl;dr; calculation time
AoE, 200 damage per target:
1..6 targets : 200 damage per target. Max damage is 6x200 = 1200
7 targets : 1200 damage total. Damage per target: 171
8 targets: 1200 damage total. Damage per target: 150
....
12 targets: 1200 damage total, 100 damage per target.
....
24 targets: 1200 damage total. 50 damage per target.
Those are in no way real numbers, just to give you a hint that it could work.
While your idea is good, for it to work, reauires intensive coding. ZoS currently is looking for the easiest way out of the problem. Too many bugs needs to get fixed.