10-player ability effects in raids?
They already said no. Maybe they will change their minds. Unlikely though.
How does GW2 decide which targets get hit by an effect when there are more targets for the effect in range than the skills maximum number of targets ?
Does it care if one of the targets has already hit the stack limit for that effect ?
(eg, a player giving might to allies when someone nearby already has 25 might)
I see here a problem, too. I think it’s stupid. It makes a huge difference if 5 players have protection (-33% damage) and the rest of those 5 players don’t.
‘would of been’ —> wrong
It prioritizes group members first, no idea about how boons get spread based on current duration/stack count.
The 5 player buff/boon limit is just dumb when considering the context of raids. Being stubborn about changing it is equally dumb in this same context. Its unnecessarily complicated as well…trying to make it only affect some of your group members in a raid, but not others. Trying to make it also factor in pets…and miss some players in group because of pets isn’t smart either. They just need to re-write the code already and let buffs/boons affect everyone (in range) in your raid group, while giving a copy of the owner’s buffs/boons to their respective pets. This immediately resolves a ton of issues with raid composition. You would no longer feel the need to duplicate professions in raids. You wouldn’t have to worry about aligning specific groups in raids for buff/boon purposes. I’m not even grasping what ANET is gaining by holding out on changing this. Yeah, it will cost some development time, but this can’t seriously be that huge of a resource sink, versus how big of an improvement it would be to the game. This is also yet another example of something we told them about well in advance of them implementing something…only to get ignored/blown off and put out the bad product, as is, anyway. Just fix it already ANET.
Buffs prioritizes your party/sub group first. After that, the overflow then goes to the closest non party/sub group player. It’s based on proximity to the source.
If you have a party group of 3 and you put a banner down, the 3 party members will get the buff, then the banner will apply the last 2 remaining to whomever is closest to the banner. Same works with boons. Whoever outside the party is closest to the source of them will get them.
Have not tested things like wells on how those get applied. Is it by proximity to the player casting the well or by the center of the well?
It prioritizes group members first, no idea about how boons get spread based on current duration/stack count.
How does the party structure work in a raid ?
Is it a 10 man party or two parties of 5 ?
@ODB
keep in mind the change to 10 man would effect more than raids. one of the reasons they won’t change it is because it would also change it for WvW before, making zergs more powerful and boon supplying classes the best role in WvW. they’re not being stubborn to be stubborn, they have a reason.
Main Mesmer PVE, Necro and Engineer PVP
It prioritizes group members first, no idea about how boons get spread based on current duration/stack count.
How does the party structure work in a raid ?
Is it a 10 man party or two parties of 5 ?
With enhanced squad UI you can create custom subgroups that buffs are prioritized to. So you can make a group of 3, and a group of 5 with the other 2 getting whatever else overflows in terms of buffs.
@ODB
keep in mind the change to 10 man would effect more than raids. one of the reasons they won’t change it is because it would also change it for WvW before, making zergs more powerful and boon supplying classes the best role in WvW. they’re not being stubborn to be stubborn, they have a reason.
Or they could just split the behavior between game modes! I know that’s something they absolutely hate to do, but it can’t seriously be that hard to add a flag in the code that removes the buff/boon cap when not in WvW.
@ODB
keep in mind the change to 10 man would effect more than raids. one of the reasons they won’t change it is because it would also change it for WvW before, making zergs more powerful and boon supplying classes the best role in WvW. they’re not being stubborn to be stubborn, they have a reason.
Or they could just split the behavior between game modes! I know that’s something they absolutely hate to do, but it can’t seriously be that hard to add a flag in the code that removes the buff/boon cap when not in WvW.
Spaghetti code is named that because of how messy it is. Just be thankful they finally acknowledged their memory management is causing crashes.
Chuck The Stampede – Engineer
[Lg] Agatha – Dragonbrand