Dungeon AOE targeting change

Dungeon AOE targeting change

in Suggestions

Posted by: striker.3704

striker.3704

I’m suggesting a change based on my opinions shown in this thread:
https://forum-en.gw2archive.eu/forum/game/dungeons/AOE-mechanics/first#post858011

In short I feel like AOEs shouldn’t scale off of the number of allies, but instead have a flat number as it shuts some builds entirely out of certain instances. To keep pet builds in check to avoid people running around letting the AI kill mobs I propose a “smart spread” system.

The best solution I can come up with is to make the AOEs have a flat number but make the AOEs have a “smart spread” depending on the boss. Bosses that simply have flat AOEs should send 20% of the AOE to allies and 80% at players. Since the AI will not try to avoid the AOE, that 20% will go a long way, but not completely shut out a build as there is a natural spread to most pet builds. Mechanic based AOEs will only target players (like lupicus grub summon) so as to not make pets completely detrimental.

A more ambitious approach would be to make the smart spread change depending on ally proximity to ensure that the AOE doesn’t go wasted.

Since most AOEs have a cap of 5 targets, As the number of targets increases, so does the likely hood AOEs target that location. If 5 allies are in one location 1 AOE is sent there as that’s the most effective ratio. If there are 6 then it will probably still only send 1, but if the number is closer to 8 or 9 then it’s likely 2 AOEs will be thrown there to guarentee the damage is maximized.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Dungeon AOE targeting change

in Suggestions

Posted by: striker.3704

striker.3704

bump for feedback.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard