10-player ability effects in raids?

10-player ability effects in raids?

in Fractals, Dungeons & Raids

Posted by: ClutchPlay.4596

ClutchPlay.4596

Most, if not all, abilities in the game are currently restricted to affecting 5 allies maximum. Do we know if this is going to be extended to 10 players for the raids? If not, then raid comps are going to be pretty pigeon-holed and we may be looking at being forced to bring multiples of certain classes.

10-player ability effects in raids?

in Fractals, Dungeons & Raids

Posted by: spoj.9672

spoj.9672

They already said no. Maybe they will change their minds. Unlikely though.

10-player ability effects in raids?

in Fractals, Dungeons & Raids

Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

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)

10-player ability effects in raids?

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Posted by: ProtoGunner.4953

ProtoGunner.4953

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 have/would’ve been’ —> correct
‘would of been’ —> wrong

10-player ability effects in raids?

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Posted by: SlyDevil.3952

SlyDevil.3952

It prioritizes group members first, no idea about how boons get spread based on current duration/stack count.

10-player ability effects in raids?

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Posted by: ODB.6891

ODB.6891

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.

10-player ability effects in raids?

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Posted by: Enko.6123

Enko.6123

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?

10-player ability effects in raids?

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Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

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 ?

10-player ability effects in raids?

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Posted by: Riranor.6315

Riranor.6315

@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.

Crystal Desert Server, one of each classes at 80
Main Mesmer PVE, Necro and Engineer PVP

10-player ability effects in raids?

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Posted by: SlyDevil.3952

SlyDevil.3952

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.

10-player ability effects in raids?

in Fractals, Dungeons & Raids

Posted by: ODB.6891

ODB.6891

@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.

10-player ability effects in raids?

in Fractals, Dungeons & Raids

Posted by: Cat Has Ducks.1982

Cat Has Ducks.1982

@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.

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Chuck The Stampede – Engineer
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