Q:
Will we ever see AoE cap removed or extended?
Heals dont have a cap, i believe there was a tactic of having zergs ball up with guardians built for healing and since aoe dmg caps at only 5 people in the zerg with enough healing you can complete negate all damage coming your way.
pretty comical.
Heals dont have a cap, i believe there was a tactic of having zergs ball up with guardians built for healing and since aoe dmg caps at only 5 people in the zerg with enough healing you can complete negate all damage coming your way.
pretty comical.
Really? See, I thought that and that’s why I added the “P.S.” part. The only reason I was lead to believe they have a cap was…
Originally posted by Jon Peters (Source)
This is a general rule of our skill system. AoE attacks hit up to 5 targets. AoE buffs or heals can heal up to 5. We cap it at 5 because its the party size and lets us reign in the balance on AoE without impacting most normal situations. WvW is the one place where this shows up, but we believe the alternative is worse. Hope this helps…
Ya, if there’s no cap on AoE heals that only worsens the situation and means the other option besides removing the AoE damage cap would be to apply one on healing.
The majority of heals in game have a player cap of 5. Some healing abilities that were (according to Anet) incorrectly healing infinite numbers of people were fixed in yesterday’s patch (e.g., see Elementalist patch notes).
I’m not sure if any non-cap heals remain, but there may be some.
The reason people ball up on guardians in wvw is because their shields of absorption and walls of reflection prevent many forms of damage (mostly projectiles) from hitting anyone under the protection of that ability. Elementalists’ ability Swirling Winds provide a similar benefit. These types of abilities are not aoe damage, nor heals, nor buffs; this is how they can protect more than 5 people. They are merely temporary environmental obstacles.
While I’m confident about the healing cap, I am less sure about siege – do arrow carts cap at 5 players? I was under the impression siege was left cap-free in order to promote it as the clear choice to handle zergs in wvw (I.e., making siege a neccessity to defend a keep against large parties). I could be wrong about this of course.
(edited by Shlamorel.8714)