Why doesnt AoE work like this instead?

Why doesnt AoE work like this instead?

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Posted by: Gadzooks.4687

Gadzooks.4687

AoE capped at 5 targets is just a broken system. Means the same AoE spell is better for wiping small groups, as opposed to larger groups. Isnt this the exact opposite of what AoE is for? Shouldnt AoE be less useful vs fewer targets, but be amazing vs many targets? How about something along these lines:

AoE damage = based on the number of targets you hit
1 target = 20% of the listed damage done.
2 targets = 40% of the listed damage done
3 targets = 60% of the listed damage done
4 targets = 80%
5+ targets = 100%

This would mean AoE would suck vs fewer targets, but be great vs many targets (isnt that the point of AoE?).

Heck, even blizzards AoE “nerf” seems like it would work better than the current system:

Full AoE damage to the first 10 targets. Every target after 10, evenly splits total damage amongst the targets. So if your attack does 1000 damage per target, and you hit 10 targets, each takes 1000. If you hit 20 targets, each target takes 500. If you hit 40 targets, each target takes 250.

Honestly though, I dont think it has to do with damage. I think Anet nerfed AoE to 5 targets because it was too easy for someone to spam a few AoE abilities, hit 30+ targets, and drastically increase the chances of a loot bag dropping if any of those targets ended up getting killed. Jump on a ballista or arrow cart, fire into a zerg, and you will see what I mean.

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Posted by: jhuce.2489

jhuce.2489

IMO it should be 0 target cap with higher the dmg the close to the center of the aoe spell.
For both Damage and conitional damage/stacks

Skill should prevail over numbers…in theory
All or Nothing – AoN

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Posted by: Ascii.9726

Ascii.9726

I don’t understand, are you promoting AoEs being stronger the more targets they hit? that’s what caused them to be nurfed to a 6 player target limit in the first place.

Quite simply they need to remove the cap and introduce scaling damage from the center of the AoE. 100% from center to 25% at edges, fixes all problems and discourages heavy stacking.

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Posted by: Gadzooks.4687

Gadzooks.4687

I don’t understand, are you promoting AoEs being stronger the more targets they hit? that’s what caused them to be nurfed to a 6 player target limit in the first place.

Quite simply they need to remove the cap and introduce scaling damage from the center of the AoE. 100% from center to 25% at edges, fixes all problems and discourages heavy stacking.

Im saying that at 5 targets or more, it does the listed damage of the ability, no cap on the number of targets

And any fewer than 5 targets = reduced aoe damage.

AoE spells should be pretty worthless vs 1 enemy.

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Posted by: Unfortunately.5940

Unfortunately.5940

Pretty much what jhuce & Ascii said.

Differently/Sixtysix Sixes – Fort Aspenwood

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Posted by: Draygo.9473

Draygo.9473

The problem with uncapping it is it will create lagstorms like we have never seen before.

Delarme
Apathy Inc [Ai]

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Posted by: Rackhir Tanelorn.9123

Rackhir Tanelorn.9123

I don’t understand, are you promoting AoEs being stronger the more targets they hit? that’s what caused them to be nurfed to a 6 player target limit in the first place.

Quite simply they need to remove the cap and introduce scaling damage from the center of the AoE. 100% from center to 25% at edges, fixes all problems and discourages heavy stacking.

Im saying that at 5 targets or more, it does the listed damage of the ability, no cap on the number of targets

And any fewer than 5 targets = reduced aoe damage.

AoE spells should be pretty worthless vs 1 enemy.

With the limited number of Skills/Abilities available because of how Weapons work in GW2 a “radius” damage system like others proposed is much better than yours.

It’s not a good idea to make so many skills useless in so many situations by nerfing single target damage.

NAGA|TC

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Posted by: Zanydachico.7304

Zanydachico.7304

Bro I really like this idea. I don’t know bout PvE but in terms of PvP and WvW this will wreck zergs to make them less viable. If more then 5 people get hit with an AoE the damage scales to how many people hit. Zerg will be no more! Removing the AoE will only make the game AoE focused like any generic MMO game. There needs to be balance with AoEs and the Cap was probably Anets only solution. It was a start. Except larger groups get an advantage and I’m sure they didn’t think about that way….Naaah maybe they did

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Posted by: Gadzooks.4687

Gadzooks.4687

With the limited number of Skills/Abilities available because of how Weapons work in GW2 a “radius” damage system like others proposed is much better than yours.

It’s not a good idea to make so many skills useless in so many situations by nerfing single target damage.

Im not against this system, im just against the current system of it being capped at 5 people. The radius damage makes sense too, although, with lag, might prove to be a real challenge for many people to ever hit people with the center area of their aoe attacks. But then again, this is why targeting larger groups would prove to be beneficial, more chance of getting at least some targets in the center of the radius.

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Posted by: Rackhir Tanelorn.9123

Rackhir Tanelorn.9123

With the limited number of Skills/Abilities available because of how Weapons work in GW2 a “radius” damage system like others proposed is much better than yours.

It’s not a good idea to make so many skills useless in so many situations by nerfing single target damage.

Im not against this system, im just against the current system of it being capped at 5 people. The radius damage makes sense too, although, with lag, might prove to be a real challenge for many people to ever hit people with the center area of their aoe attacks. But then again, this is why targeting larger groups would prove to be beneficial, more chance of getting at least some targets in the center of the radius.

Agreed

NAGA|TC

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Posted by: jhuce.2489

jhuce.2489

Bro I really like this idea. I don’t know bout PvE but in terms of PvP and WvW this will wreck zergs to make them less viable. If more then 5 people get hit with an AoE the damage scales to how many people hit. Zerg will be no more! Removing the AoE will only make the game AoE focused like any generic MMO game. There needs to be balance with AoEs and the Cap was probably Anets only solution. It was a start. Except larger groups get an advantage and I’m sure they didn’t think about that way….Naaah maybe they did

Or make those who are mindless in the zerg actually react to the situation around them rather then just runing at people because of they arnt takign any damage. What a concept…zerg…thinking…

Skill should prevail over numbers…in theory
All or Nothing – AoN

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Posted by: Ikarushka.9564

Ikarushka.9564

The only way to discourage zergs is by making the scoring system which penalizes zergs. For example, make the score ticks proportional to the relative population between the 3 servers in the wvw.

Making aoe more powerful will not fix anything… the way things are now, it will be a game of which zerg can using culling better and nuke the other zerg with aoe.

Cheekadee. Asuran engineer

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Posted by: Nikked.7365

Nikked.7365

Making aoe more powerful will not fix anything… the way things are now, it will be a game of which zerg can using culling better and nuke the other zerg with aoe.

I agree with you on this. Though before we see any AoE change, culling will be gone. They’re shutting it off in the patch this month (though who knows if it will return because of lag complaints).

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