Confusion fixed, now remove aoe cap.

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Posted by: Osicat.4139

Osicat.4139

Hi

As wvwvw turning atm organiced groups lost a strong tool to be effective versus number 1 spamming blobs. I understand it felt unfair that one class would be the only to carry a tool to counter enemy zergs. Even if its sad to lost several viable and fun build and see two 1 h weps become unviable I have some understanding of the other classes, frustration.

Still as it looks now the mindless blobbing gets close to impossible to counter unless you have a simmilar blob of nr 1 spammers.

To keep wvwvw interesting its time to remove the AOE cap, this would force guilds to use more advanced tactics, spread the attacking force over a wider field and use a front force and a defending tail instead of one big pile. A smaler force would be able to keep a larger in chocke points ala 300 style and the terrain would have bigger impact.

It would also be a reason to use long distance aoe forces and keep em guarded in the back or on high ground versus big enemy teams.

/Osicat

Edited some spelling, sorry english not first langauge.

(edited by Osicat.4139)

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Posted by: wookie.8934

wookie.8934

Hi

As wvwvw turning atm organiced groups lost a strong tool to be effective versus number 1 spamming blobs. I undertsand it felt unfair that one class would be the only to carry a tool to counter enemy zergs. Even if its sad to lost several viable and fun build and see two 1 h weps become unviable I have some understanding of the other classes, frustartion.

Still as it looks now the mindless blobbing gets close to impossible to counter unless you have a simmilar blob of nr 1 spammers.

To keep wvwvw interesting its time to remove the AOE cap, this would force guilds to use more advanced tactics, spread the attacking force over a wider field and use a front force and a defending tail instead of one big pile. A smaler force would be able to keep a larger in chocke points ala 300 style and the terrain would have bigger impact.

It would also be a reason to use long distance aoe forces and keep em guarded in the back or on high ground versus big enemy teams.

/Osicat

Agreed.

Havok Legion [HL]
Fort Aspenwood

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Posted by: Torres.2890

Torres.2890

It didn’t need a fix. And nice job Anet on “discussing” WvW changes to players that only kittening play sPvP. It’s always the same people from Team Parakitten on the SOTG.
I’m amazed how nobody objects changes at all. Bunch of sheep just nodding yes the entire video.

Make the zerg harder to kill please /end sarcasm. -.-

Baruch Bay.

(edited by Torres.2890)

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Posted by: jalmari.3906

jalmari.3906

wvw organized groups. u funny.

wvw is liek casual pve/pvp.

Guardian 80 Necromancer 80 Ranger 80 Mesmer 80 Elementalist 80 Warrior 80

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Posted by: Chopps.5047

Chopps.5047

@Torres

Dying via confusion or retaliation were two of the most common ways players died. Many players don’t notice this because of a lack of visual cues to help alert the player to these effects (blind has a nice animation to alert the player, for example). Anet reps have said many, many times, if the game wasn’t so fast paced and/or if the death window was active (tells you what killed you), then there would be A LOT more complaining about the amout of times people died to confusion. When properly used in a zerg, confusion can be quite OP.

Tin Foil Hat Hearer »—> Ranger Extraordinaire »—> “Be like water…”

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Posted by: Dawdler.8521

Dawdler.8521

wvw organized groups. u funny.

wvw is liek casual pve/pvp.

Not for guilds. What’s this game called again?

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Posted by: Dhampyr.2104

Dhampyr.2104

@Torres

Dying via confusion or retaliation were two of the most common ways players died. Many players don’t notice this because of a lack of visual cues to help alert the player to these effects (blind has a nice animation to alert the player, for example). Anet reps have said many, many times, if the game wasn’t so fast paced and/or if the death window was active (tells you what killed you), then there would be A LOT more complaining about the amout of times people died to confusion. When properly used in a zerg, confusion can be quite OP.

I think you’re a bit misguided, or perhaps you don’t pay attention when you play (like most that die to confusion and probably why we have this issue in the first place)… you’ve never noticed the pink junk around the edges of your screen when confusion was active on you? It’s exactly like blind, and I can tell you that I’ve never had an issue with identifying when confusion was applied to me. Now that I think about it, I wonder if there’s a setting or something that people are missing – because really, seriously, on my game, it’s remarkably obvious when confusion has been applied to me.

As far as the OP goes… You’re amazing, Osi, but not entirely sure how you can post that confusion is now fixed in one breath, then post that we need to remove the AOE cap to break zergs. Confusion was just fine where it was – killed the bad players, forced the good ones to play well, AND it was a good zerg busting ability. I agree we need more ways to break up the zergs – we don’t need to kill the builds that do that. We just need to make similar zerg-busting tools available to everyone.

Meh, the decision has already apparently been made, though. You don’t see confusion builds in sPvP because they don’t work there. Limiting build choices and decreasing variety is a bad sign. Makes me sad.

Eve Morrow, Mesmer, Eve Flamescythe, Ele
Tarnished Coast

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Posted by: Iruwen.3164

Iruwen.3164

Confusing enchantments was op because it allowed for area denial without a cap. Removing an AE cap would allow for total area denial, either with damaging capabilities or boons like retaliation. It would break the game.

Iruwen Evillan, Human Mesmer on Drakkar Lake

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Posted by: selan.8354

selan.8354

@Torres

Dying via confusion or retaliation were two of the most common ways players died. Many players don’t notice this because of a lack of visual cues to help alert the player to these effects (blind has a nice animation to alert the player, for example). Anet reps have said many, many times, if the game wasn’t so fast paced and/or if the death window was active (tells you what killed you), then there would be A LOT more complaining about the amout of times people died to confusion. When properly used in a zerg, confusion can be quite OP.

soooo u failed to notice the big purple cloud around your characters head?

Lv 80 glamour Mesmer Triforce Mesmerpower PU mes,Lv 80 power necro
[AVTR]
Isle of Kickaspenwood

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Posted by: Cottage Pie.6215

Cottage Pie.6215

I’ve never actually heard anyone complain about confusion in map chat! Theives, all the time; 3 hit 21k damage combos, perma stealthing, stealth spamming, etc, but confusion, honestly I can’t recall a single instance.

I don’t even play mesmer, but I feel sorry for them as confusion was readily countered.

Taua Roqa – Desolation since day minus 3

~~~My Elite PvP Video: http://www.youtube.com/watch?v=04xOsNW7zTA

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Posted by: Bero.2193

Bero.2193

Removing the aoe cap is a terrible idea why you ask, one reason and its the only reason necessary to counter your argument….. MASS HEALING, the enemy zerg that greatly outnumbers you would just out heal your damage. I think the fix on the issue you talk about was a mistake, the confusion from mesmers against blobs was a great tool to have and forced the blob to use condition removals more effectively now they can use it freely without the worry of confusion. But adding aoe cap removal to the confusion fix will only hinder the small groups more not improve anything.

Commander Tálok

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Posted by: Mewa.5423

Mewa.5423

I think the general idea of removing AoE cap is brilliant, but of course it will have to be adapted to the battlefield so that it actually helps to kill mindless trampling zerg groups rather than help them get you killed. If AoE cap was to be removed I`d suggest to decrease AoE spells overall efficiency – meaning you sacrifice spell`s power for its ability to cover a wider area rather than just single point damage. Also AoE heals/blasts/etc would either get a nerf or get a timer(perhaps something like “too many foreign source heals within the last 10 seconds”) like on stealth. Or perhaps both. These are some ideas I thought of but imo if the game is to be cured of the zerging mentality it has to discourage bunching.

Edit: or AoE healing could work in a pattern similar to League of Legends one, that its efficiency would get crippled by far if you are healed within a short amount of time. the timer on it could renew every time you get a heal from other players and I reckon it would highly promote playing as a team (guild, VoIP, etc) as you would require skill and timing to get the most out of it (assuming that one 100% heal would be more than XXX zerg spam heals)

(edited by Mewa.5423)

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Posted by: Parthis.2091

Parthis.2091

Removing the aoe cap is a terrible idea why you ask, one reason and its the only reason necessary to counter your argument….. MASS HEALING, the enemy zerg that greatly outnumbers you would just out heal your damage. I think the fix on the issue you talk about was a mistake, the confusion from mesmers against blobs was a great tool to have and forced the blob to use condition removals more effectively now they can use it freely without the worry of confusion. But adding aoe cap removal to the confusion fix will only hinder the small groups more not improve anything.

Thing is, you’re focusing too heavily on “just remove the AoE cap, job done!”

There shouldn’t be a cap. It doesn’t mean that everything else won’t need tuning, it simply starts with the idea that when a player swings his sword, if there are 7 people in front of him, 7 people should take damage.

As it is the combat system doesn’t work. 5 squishies and 5 tanks in a ball. You’re going to hit 5; which ones will you hit with your AoE? Which ones would you want to hit? Do you have a choice in the way and to who your damage is applied? No. That’s broken.

Anet are smart enough to think of real mechanics to combat your fears… so the discussion should start with “This mechanic is lazy and fundamentally broken; what would it take to remove it?” and not “just removing it is a mistake!”.

Commander Amayasu Gerani, Guardian.
Leader of [JDGE] on Gandara EU.
A GW2 API for Objective-C – http://tinyurl.com/durmandpriory

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Posted by: Master of Timespace.2548

Master of Timespace.2548

Sorry, but the 1 spammers buy more trash from the Item Mall.

ps. the real reason for aoe cap is their weak servers.

? <(^-^><)>^-^)> <(^-^)> ?

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Posted by: Axle.5182

Axle.5182

Hi

As wvwvw turning atm organised groups lost a strong tool to be effective versus number 1 spamming blobs. I understand it felt unfair that one class would be the only to carry a tool to counter enemy zergs. Even if its sad to lost several viable and fun build and see two 1 h weps become unviable I have some understanding of the other classes, frustration.

Still as it looks now the mindless blobbing gets close to impossible to counter unless you have a simmilar blob of nr 1 spammers.

To keep wvwvw interesting its time to remove the AOE cap, this would force guilds to use more advanced tactics, spread the attacking force over a wider field and use a front force and a defending tail instead of one big pile. A smaler force would be able to keep a larger in chocke points ala 300 style and the terrain would have bigger impact.

It would also be a reason to use long distance aoe forces and keep em guarded in the back or on high ground versus big enemy teams.

/Osicat

Edited some spelling, sorry english not first langauge.

As simple as it sounds it will only bring additional problems to remove the cap unless Aoe damage takes a nerf otherwise ranged glass cannon and ranged aoe condition classes and builds will over dominate.

Axle
[AFTL] Afterlife Sanctum of Rall
http://www.afterlife-gaming.eu

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Posted by: Horth.7609

Horth.7609

Easy fix to all of this…..

STOP ZERGING!

You people that run around in huge blobs should all have your heads examined. How is it fun or challenging? You think you are skilled? I just don’t get it and probably never will. It’s like asking why serial killers kill I guess.

NSP
Horth 80 Guard/Theif
QQ

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Posted by: Draygo.9473

Draygo.9473

I don’t know why these threads exist.

You really want everyone in wvw to play an elementalist or GTFO?

Or do you want AOE damage to do very little damage so it its ‘balanced’?

Do you want the return of ungodly lagstorms that lock a server down where you cannot do anything even press 1 or move while elementalists drop AE into your zergball? You think the lag is bad now? wait till the aoe cap is removed and it will be outright impossible. (Think T4 in WAR with brightwizards camping the only ramp up into the cap area – it was aweful)

The aoe cap really isn’t a problem, if you need to get around it use ballista and arrowcarts.

Delarme
Apathy Inc [Ai]

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Posted by: CreativeAnarchy.6324

CreativeAnarchy.6324

I can only support the removal of the aoe cap if they nurf the damage output very, very hard, like remove 90% of it.

You cannot give so much power to just one class. You balance people think balance is bad now, this would just rip the professions appart.

No thanks.

I speak for my self and no one else. Only fools believe they speak for a majority.

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Posted by: greyblue.4962

greyblue.4962

Elementalists already have the most powerful anti-zerg skill in the game: static field. It has no target cap and causes AoE stun.

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Posted by: Esoteric.5490

Esoteric.5490

Cleaving should be increased to 5 and aoe capped skills should be increased to 8 or 9.

The cap needs to be raised, not removed. Remove the cap and the game would just be absolutely ridiculous.

Blackgate Forever,
Riven – [KnT] GM – http://KnightGaming.enjin.com
Commander – Grand General of Blackgate

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Posted by: Zord.6457

Zord.6457

The way I see this could be balanced is that the AoE cap would be removed and the damage would be changed so that if the attack hits 5 or less people it would deal the same damage as it does now, and if it hits more, the sum of the damage 5 would take would be distributed evenly among everyone that’s hit. This way they could avoid having to entirely redesign half the classes.

There is an art, it says, or rather, a knack to flying. The knack lies in
learning how to throw yourself at the ground and miss.

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Posted by: BrockMcCleery.9562

BrockMcCleery.9562

I wouldn’t remove it, I’d just up it, slowly.

Like try 8 instead of 5. That change would make a big difference, that’s a lot of extra dps in large fights that exveryone would be doing.

And looks like they overnerfed confusion. I felt it needed changes made to it but I wouldn’t have ‘fixed it’ the way they are doing it.

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I wouldn’t remove it, I’d just up it, slowly.

Like try 8 instead of 5. That change would make a big difference, that’s a lot of extra dps in large fights that exveryone would be doing.

And looks like they overnerfed confusion. I felt it needed changes made to it but I wouldn’t have ‘fixed it’ the way they are doing it.

This sounds better than huge, instant changes. 50% is an enormous number, whether justified or not.

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Posted by: Atherakhia.4086

Atherakhia.4086

Have any of you people played a game without AE caps? WoW at release? DAoC? It’s awful and those games were designed in a way to account for it. This game can’t handle it without enormous effort spent redesigning it from the ground up.

Up the offensive spell cap to 10, leave the defensive spell cap at 5 and call it a day. Any more than that and ANet isn’t prepared to adjust the game properly to make sure it works. Even increasing it to 10 is going to grossly overpower certain classes while invalidating the need for others.

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Posted by: Iruwen.3164

Iruwen.3164

The solution to this are diminishing returns. But that would actually require some programming effort and probably server ressources of course, it’s way easier to just hit everything with the nerf bat like they’ll do with confusion instead of working on a proper educated solution. See 3.3 Mechanics: http://www.wowwiki.com/Area_damage_caps

Iruwen Evillan, Human Mesmer on Drakkar Lake

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Posted by: Mewa.5423

Mewa.5423

Either way, current WvW state is unacceptable. It`s a shame that ANet claims to denounce zerg play-style, yet does literally nothing to solve the problem. In my opinion, there should be introduced either penalties for blobbing up or ways of preventing it, like removing AoE cap, along with its damage adjustment. I wouldn`t like to spell a disaster, but in my opinion, with the upcoming confusion nerf, things are going into a wrong direction. Confusion is NOT overpowered, it actually does no or almost no harm. It`s hard for me to undestand how people who are spamming them to death earn their way to the devs and get the nerf bats into action. Such things should barely ever happen, unless you have an IQ of a concrete mixer.

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Posted by: Thor.1756

Thor.1756

Ironically confusion for entering/exiting glamor fields was one of the few abilities that completely ignored the aoe cap.

Jade Quarry

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Posted by: graverr.6473

graverr.6473

Sorry, but the 1 spammers buy more trash from the Item Mall.

And they are paying Anet’s bills so YOU can keep playing the game don’t forget that.

Mini Somales -Seven Instincts- [siN]

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Posted by: Draygo.9473

Draygo.9473

it didn’t completely, it would affect 5 targets per pulse, the pulses were quick though. If you ran 20 people through the edge at the exact same time, only 5 would get it. Kinda like veil.

Delarme
Apathy Inc [Ai]

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Posted by: Thor.1756

Thor.1756

it didn’t completely, it would affect 5 targets per pulse, the pulses were quick though. If you ran 20 people through the edge at the exact same time, only 5 would get it. Kinda like veil.

I’d suggest more than 5 people crossing the outside ring of a glamor field simultaneously literally never happened.

In any case I find it more than a little humorous that the same thread maligning the lack of tools for dealing with clumped up groups also praises the elimination of one of the best tools for doing just that.

Jade Quarry

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Posted by: Master of Timespace.2548

Master of Timespace.2548

Sorry, but the 1 spammers buy more trash from the Item Mall.

And they are paying Anet’s bills so YOU can keep playing the game don’t forget that.

Really? Strange that they didn’t need to do this crap in GW1.

? <(^-^><)>^-^)> <(^-^)> ?

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Posted by: Roo Stercogburn.9671

Roo Stercogburn.9671

Elementalists already have the most powerful anti-zerg skill in the game: static field. It has no target cap and causes AoE stun.

Very easy to avoid if you’re paying attention.

I’d prefer the AoE cap stayed. I remember DAoC and WAR all too well.

Master Baker on Gunnars Hold serving you hot cookies.
Looney vids at http://www.youtube.com/feed/UCRhCtfrF9GhxU1CoeZSN0kQ/u
Midnight Mayhem

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Posted by: Mewa.5423

Mewa.5423

In any case I find it more than a little humorous that the same thread maligning the lack of tools for dealing with clumped up groups also praises the elimination of one of the best tools for doing just that.

nobody was praising it as far as I can see, just the opposite – AoE cap removal as a substitute for confusion. well substitute, more or less I`d say, because apart from the confusion nerf, removing AoE cap iz something that urges to be done. Nevertheless, the nerf stimulates such questions/thoughts and threads to show up.

ps. it wouldn`t let me write “AoE ca kitten omething” as it would turn ‘caP_IS_Something’ into a ‘kitten’

ps2. bloody hell.

(edited by Mewa.5423)

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Posted by: greyblue.4962

greyblue.4962

Elementalists are already the most powerful class in the game by a long way. Removing the AoE cap would turn them into gods.

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Posted by: Ruprect.7260

Ruprect.7260

Elementalists are already the most powerful class in the game by a long way. Removing the AoE cap would turn them into gods.

I think it would benefit staff/well necroes a lot more than it would ele’s. Ele fire staff 5 is so slow it would not benefit from no cap as it is so easy to dodge.

Ruprect – [DIS] Dissentient
Mesmer/Elementalist/Guardian/Necromancer/Warrior
[TC] Tarnished Coast

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Posted by: Mewa.5423

Mewa.5423

Elementalists are already the most powerful class in the game by a long way. Removing the AoE cap would turn them into gods.

It has been already mentioned, but I`ll repeat it once more – this isn`t about removing AoE cap solely, but also the rework of AoE skills so as to adapt them to the constraints being removed.

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Posted by: Hickeroar.9734

Hickeroar.9734

If ANet removed the AoE cap, it would be a game-breaking decision. I don’t think you’re thinking through the consequences of removing the cap….

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Posted by: rchu.8945

rchu.8945

I’ve never actually heard anyone complain about confusion in map chat! Theives, all the time; 3 hit 21k damage combos, perma stealthing, stealth spamming, etc, but confusion, honestly I can’t recall a single instance.

I don’t even play mesmer, but I feel sorry for them as confusion was readily countered.

yep, and now thieves get the reveal time reverted to 3 sec gets some love for S/D build, great job by Anet.

Sanctum of Rall
Pain Train Choo [Choo]
Mind Smack – Mesmer

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Posted by: Issues.5789

Issues.5789

What do you think of increasing the AoE cap to 7-10? Because if it’s removed, everyone will play a AoE build and everything would be severely considered overpowered. You could stun a zerg of 40 lol. That doesn’t make sense.

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Posted by: Mewa.5423

Mewa.5423

If ANet removed the AoE cap, it would be a game-breaking decision. I don’t think you’re thinking through the consequences of removing the cap….

Perhaps, it depends how a variety of new problems would be solved (or not). If you ask me – I don`t care all that much about AoE cap as long as ANet addresses the problem of zergs and solve or at least try to solve it. Removing AoE ca kitten imply the only viable solution that comes to my mind at the moment.

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Posted by: Hickeroar.9734

Hickeroar.9734

What do you think of increasing the AoE cap to 7-10? Because if it’s removed, everyone will play a AoE build and everything would be severely considered overpowered. You could stun a zerg of 40 lol. That doesn’t make sense.

This is also kinda what I was thinking. I personally like the limit of 5 because things are very fun right now, the way they are. Any more…and I think it would impact gameplay too much…

As far as making sense goes, it probably would “make sense” that you could hit them all…but that wouldn’t be a fun way to play the game. As far as stuns go, I think a static field does currently work against a hole zerg. AFAIK there’s not a player limit on that, or on warding fields.

Correct me if I’m wrong though.

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Posted by: itsmee.7536

itsmee.7536

one of the problems that arises, if cap is taken, is that the strongest spells, damage-wise, happen to be the AOE ones instead of the single target.

Dijla – Charr Warrior
[GoA] Guardians of Arcane – Officer
Ruins of Surmia – Commander

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Posted by: naphack.9346

naphack.9346

If this happens, necromancers and guardians would be thhe only viable classes, spamming wells and heals left and right…

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

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Posted by: Ruin.3461

Ruin.3461

Or you could drop siege.

Tier 1 Casual

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Posted by: Doomdesire.9365

Doomdesire.9365

I actually disagree. Mainly because it would be super boring. Zergs would melt in seconds and the winner would be determined by who has the most eles. Just imagine a group of 30 sticking close together and run into another group of 30. Group A gets 3X meteor showers off. Auto win!

I think in order to de influence zerg mentality, things should be changed besides the AoE cap. The biggest is probably the CC. As it stands a small group of 5 doesn’t even stand a chance because they get CC’d/immobilized for a long time and die before they could react.

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Posted by: Rednik.3809

Rednik.3809

I’m ok with it if you give all melee permanent built-in 90% aoe damage reduction and -90% to condition duration for aoe conditions. Stacking with other damage-reduction abilities, ofc.

Kiijna, Xast, Satis Ironwail, Sekhaina, Shira Forgesparkle, Sfeno, Nasibi, Tegeira, Rhonwe…
25 charracters

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Posted by: Preacher.9018

Preacher.9018

For millionth time – no. Worst idea ever.

http://www.pevepe.net/ – Seafarers Rest Server community website

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Posted by: Khailen.5031

Khailen.5031

TC was a bright wizard in Warhammer I guess. This could actually be fun if zergs didn’t run straight into AOEs, but they do and they will so the majority of people in the game would quit even though the guild groups would enjoy the game more.

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Posted by: graverr.6473

graverr.6473

@OP

Yes please remove AoE cap in gw2 .Retaliation will make you change ideea in about 1 second after the change and i will be somwhere laughing my guts out.

Mini Somales -Seven Instincts- [siN]

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Posted by: naphack.9346

naphack.9346

Group wide retaliation and stability from one guardian(“stand your ground!”).. Have fun throwing a meteor shower into that zerg, your face will melt, while they will shrug it off with the same guardian shouting “hold the line”.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.