Remove 5 cap on AOE's in WVW

Remove 5 cap on AOE's in WVW

in Suggestions

Posted by: Impmon.3056

Impmon.3056

The strategy for quite some time in WVW has relied on exploiting this game.

Exploit you say, wtf are you talking about ?

People abuse rendering/culling which is your graphics system not working properly to win in WVW. They also abuse the limit of 5 on AOE’s by stacking up knowing that with 50 people in a ball only 5 of them will get hit by AOE’s which quickly become negated. Meanwhile they can pull you into their ball of AOE. The result everyone runs around in pbaoe zergs attempting to cull the other.

The entire strategy relies on the fact the graphic system, and 5 cap on AOE’s is broken.

Culling will be addressed with the upcoming patch. My suggestion is to remove the 5 cap limit on AOE’s. This will force people to stop stacking up forming pbaoe lag balls & spread out more. It will improve WVW.

Remove 5 cap on AOE's in WVW

in Suggestions

Posted by: Carlie.3869

Carlie.3869

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.

Remove 5 cap on AOE's in WVW

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Posted by: runeblade.7514

runeblade.7514

Culling will be gone. ANet made an article about it.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Remove 5 cap on AOE's in WVW

in Suggestions

Posted by: Olba.5376

Olba.5376

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.

Remove 5 cap on AOE's in WVW

in Suggestions

Posted by: Diy.5296

Diy.5296

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.

Remove 5 cap on AOE's in WVW

in Suggestions

Posted by: Agony.3542

Agony.3542

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 .

RIP game 2012-2014

Remove 5 cap on AOE's in WVW

in Suggestions

Posted by: Impmon.3056

Impmon.3056

Culling will be gone. ANet made an article about it.

Read the entire post before you reply.

Remove 5 cap on AOE's in WVW

in Suggestions

Posted by: Impmon.3056

Impmon.3056

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.

Remove 5 cap on AOE's in WVW

in Suggestions

Posted by: Impmon.3056

Impmon.3056

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.

Remove 5 cap on AOE's in WVW

in Suggestions

Posted by: Olba.5376

Olba.5376

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