Remove 5 cap on AOE's in WVW
I’d second that, unfortunately removing that limit will probably cost a lot of bandwidth, and cause all sorts of-lag related problems as a result.
Culling will be gone. ANet made an article about it.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Actually, removing the cap will not change it.
Instead you’ll see the groupings becoming even stronger as Warriors with Vigorous Shouts will be able to heal every member of the group.
They already think AoE’s are too powerful now when they are only hitting 5 players, so much so they are working on a way to nerf them, no way are they raising the 5 cap.
Actually removing the 5 cap on AoE spells would make it practically impossible to cap any bigger structure in WvW without tearing down at least 3 or 4 walls.
If AoE spell would have no limit teams could start spamming holes in their defense while standing outside LOS of the attackers.
They could improve on some skills like temporal curtain tough, in order to make it possible to split stacking parties. On the downside this would increase the strain on servers/pcs .
Culling will be gone. ANet made an article about it.
Read the entire post before you reply.
Actually, removing the cap will not change it.
Instead you’ll see the groupings becoming even stronger as Warriors with Vigorous Shouts will be able to heal every member of the group.
Diminishing returns. Fixed.
They could implement a 50% wvw damage reduction for all AOE’s.
Actually removing the 5 cap on AoE spells would make it practically impossible to cap any bigger structure in WvW without tearing down at least 3 or 4 walls.
If AoE spell would have no limit teams could start spamming holes in their defense while standing outside LOS of the attackers.
They could improve on some skills like temporal curtain tough, in order to make it possible to split stacking parties. On the downside this would increase the strain on servers/pcs .
Good. Right now the keeps are named incorrectly. They should be called “Takes” because you can lean against them and they’ll get taken. They’re far too easy to take for attackers who can AOE the walls meanwhile defenders can’t do anything.
People stack in a ball at the gate which negates all your defenses while they can shut down the entire gate and outer walls.
Your only strategy is to exploit the system and form your own pbaoe zerg aoe ball.
Actually, removing the cap will not change it.
Instead you’ll see the groupings becoming even stronger as Warriors with Vigorous Shouts will be able to heal every member of the group.
Diminishing returns. Fixed.
They could implement a 50% wvw damage reduction for all AOE’s.
But it’s not really the damage that’s the problem. There are AoE heals in the game, too. And limiting those just won’t work.
- If you make it so that the heals diminish based on the people around you, the zergs will just separate into smaller groups, meaning that they will still have the same offensive power and the same healing power
- If you make it so that the heals are diminished regardless of the people around you, you’re punishing smaller groups and individuals, which would further encourage the zerg mentality