The AOE ruined the game
I wouldn’t say it ruined it but really it is a problem. They have admitted it is a problem. AOE just can not be powerful without having severe limitations. Its basically a MMORPG pvp design truism. AOE and stealth are two things that every MMORPG dev gets wrong every single time. It’s like they never learn from the mistakes of the past.
I like AOE the way it is. It keeps every player from stacking on the point, making it slightly easier to decap.
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I don’t see the problem…AoE is pretty obvious with red circles. When you see it, just dodge out of the circle. Furthermore, most of it is aimed on points so its even less of a problem around the edges or skirmishing.
Like Frostedblaze says, i think its a good way to prevent passive bunkery play where everyone just stands on point and heals. AoE forces people to balance risk of damage with reward (preventing points from being decapped / capping for your team).
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People don’t stack a point because it only takes one person for it to remain. It is not due to AoE. If points would swing with more then one person on a point, then it would have been more interesting.
There is allot worse in the game than aoe.
People don’t stack a point because it only takes one person for it to remain. It is not due to AoE. If points would swing with more then one person on a point, then it would have been more interesting.
http://wiki.guildwars.com/wiki/Control_point
They’ve done it before but for some reason have decided against it which allows bunkers to be quite strong in this game.
People don’t stack a point because it only takes one person for it to remain. It is not due to AoE. If points would swing with more then one person on a point, then it would have been more interesting.
http://wiki.guildwars.com/wiki/Control_point
They’ve done it before but for some reason have decided against it which allows bunkers to be quite strong in this game.
Anyone who captured a tower solo in WvW will know that the control point mechanism already support a variation of this.
Capping a tower solo takes alot of time, while a zerg will cap it in like 3-4 ticks.
It’s not just aoe, it’s zero risk – high reward damage in general.
It’s not the AoE itselfs that is bringing up heavy AoE-related builds (EG: HGH). It’s more the map design that forces ppl to stay close together. If you look at the effectiveness of an HGH on Forest and then take a look on Legacy, you’ll see two completely different worlds. Legacy (graveyard) has enough place to allow ppl to position them into the right place without taking tons of AoE-Dmg. On the opposite, Forest (Keep) has a really wierd design-concept. Allows ppl to spam on the point from the ledge. Also the room for kiting is not existent (about 3 meter bright stairs).