how is the AOE cap hurting zergs?
Keep in mind that in the next patch players that block or dodge will count in the 5 player AOE cap. So zergs will be helped even further.
thats sort of why I posted this. just read about that beautifully stupid addition.
Imagine you taking down 1 gate/wall of a a keep/tower. Imagine 50 people inside which ain’t that abnormal. Imagine they all chaining their aoe into the gap. Good luck walking through and surviving.
Aoe cap is there not only for the servers, but also because some things will be just impossible to cap and some classes will be rediculously OP. Like Ele and ranger, no. If aoe is unlimited, make healing unlimited aswel and all the other spells. But OOPS, we are back to 0 than…
So yea aoe cap is there for a really really good reason.
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First of all ACs were only buffed because aoes got nerfed. if they were reverted back people would actually have to use skills with cooldowns to cover entrances and an enemy team can just as easily counter it with a protection buff for their entire team or a massive water blast after charging through the AOE fields. sure amps up the tactical play of both small and large groups when its not based off of chance of hitting people rather than hitting EVERYTHING. Plus think of the lag that AOEs cause by calculating if 5 people are inside or not constantly.
AoE were not meant to have a cap. Only the technical limitation of the game is the reason of such cap. In wvw with all calculations/second that the server has to handle with there is already some crazy lags so if it would happen you would remove the aoe cap limitation then you would have to have some dedicated CPU to care only about the damage/sec calculation and may be one for each type of condition damages to avoid completely any possible lag. And it’s most likely not going to happen at all unless Anet go next step in game to upgrade all their hardware and software program and support tools : I have seen nowhere Anet stating to go this way for now. And for game experience it’s better to have a aoe cap limitation regarding this issue than having some perma lag and froze because they can’t handle it.
(edited by Titan.3472)
I still think AE damage should scale up with every target it hits. If you hit 5 people with your aoe you take 60 damage per person per tick, if you hit 10 you take 120 damage per person per tick and it should scale up. Maybe that would stop people running around in zergs with 60-70 others because a small group of 5 could kill them. But that would bring up new problems so.. but at the moment it’s mainly lagging, pressing a key with nothing ever happens.
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If anything the block/dodge helps the skilled players not the zerglings.
If the frontline manage to absorb more “hits” with blocks/dodges, thus for the guys that were unable too dodge the attacks, a portion of the aoe is “used up” on those blocks/evades.
Sure in a random zerg you might see a few blocks and dodges, but nowhere near what a guild group does.
Promotes better play imo. You are saving your teammates getting hit by attacks by dodging them yourself – which in most cases your doing naturally anyways.
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Imagine you taking down 1 gate/wall of a a keep/tower. Imagine 50 people inside which ain’t that abnormal. Imagine they all chaining their aoe into the gap. Good luck walking through and surviving.
Except a 50 person zerg could walk through that, and do.
Have you never seen a zerg sacking while under continuous AoE fire?
If anything the block/dodge helps the skilled players not the zerglings.
If the frontline manage to absorb more “hits” with blocks/dodges, thus for the guys that were unable too dodge the attacks, a portion of the aoe is “used up” on those blocks/evades.
Sure in a random zerg you might see a few blocks and dodges, but nowhere near what a guild group does.
Promotes better play imo. You are saving your teammates getting hit by attacks by dodging them yourself – which in most cases your doing naturally anyways.
how does that help a 5 man? they get shafted by the new patch because nobody benefits from it but their enemy.
First of all ACs were only buffed because aoes got nerfed. if they were reverted back people would actually have to use skills with cooldowns to cover entrances and an enemy team can just as easily counter it with a protection buff for their entire team or a massive water blast after charging through the AOE fields. sure amps up the tactical play of both small and large groups when its not based off of chance of hitting people rather than hitting EVERYTHING. Plus think of the lag that AOEs cause by calculating if 5 people are inside or not constantly.
Try to walk under fire of 10+ superior AC, and after that come back and tell me how protection and water blasts help you. Without cap wvw will become World of Ranged DPS vs World of Ranged DPS.
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First of all ACs were only buffed because aoes got nerfed. if they were reverted back people would actually have to use skills with cooldowns to cover entrances and an enemy team can just as easily counter it with a protection buff for their entire team or a massive water blast after charging through the AOE fields. sure amps up the tactical play of both small and large groups when its not based off of chance of hitting people rather than hitting EVERYTHING. Plus think of the lag that AOEs cause by calculating if 5 people are inside or not constantly.
Try to walk under fire of 10+ superior AC, and after that come back and tell me how protection and water blasts help you. Without cap wvw will become World of Ranged DPS vs World of Ranged DPS.
The counter to ranged dps is retaliation. And yes it will kill you even faster with no aoe limit.
Warhammer had a stacked aoe issue early on and was fixed.
Imagine you taking down 1 gate/wall of a a keep/tower. Imagine 50 people inside which ain’t that abnormal. Imagine they all chaining their aoe into the gap. Good luck walking through and surviving.
Aoe cap is there not only for the servers, but also because some things will be just impossible to cap and some classes will be rediculously OP. Like Ele and ranger, no. If aoe is unlimited, make healing unlimited aswel and all the other spells. But OOPS, we are back to 0 than…
So yea aoe cap is there for a really really good reason.
There is a dev post flat out saying, in plain english, its there for the simple reason of server performance.
Imagine you taking down 1 gate/wall of a a keep/tower. Imagine 50 people inside which ain’t that abnormal. Imagine they all chaining their aoe into the gap. Good luck walking through and surviving.
Except a 50 person zerg could walk through that, and do.
Have you never seen a zerg sacking while under continuous AoE fire?
Because there is a 5 man limit yes, if not, that zerg would get utterly destroyed by the aoe.
And yes the server also can’t handle it. But the game really ain’t designed for it, to much aoe, to big circles, to low cooldown and they deal to much damage. You simply can’t change it.
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Want to break the blobbing (not zergs): improve group tools, allow something like platoons (aka multiple groups under one leader), limit boons and combo fields to 5 players. Would force much more tactical play, like “group 1, 2, 3 attack from left, group 4 and 5 from right”. Nothing new. M.A.G, BF3, Planetside 2, EvE etc have done it.
Imagine you taking down 1 gate/wall of a a keep/tower. Imagine 50 people inside which ain’t that abnormal. Imagine they all chaining their aoe into the gap. Good luck walking through and surviving.
Aoe cap is there not only for the servers, but also because some things will be just impossible to cap and some classes will be rediculously OP. Like Ele and ranger, no. If aoe is unlimited, make healing unlimited aswel and all the other spells. But OOPS, we are back to 0 than…
So yea aoe cap is there for a really really good reason.
There is a dev post flat out saying, in plain english, its there for the simple reason of server performance.
I will say it again. If the cap were raised performance would suffer greatly. That is why it hasn’t been changed.
I will say it again. If the cap were raised performance would suffer greatly. That is why it hasn’t been changed.
The question is, why is this acceptable? Just cause you say it is so does not make it okay.
If I try to sell a car, I cannot tell a customer “we put an automatic system in the car where you cannot got above the speed of 50mph, because if you do, the engine will suffer for it”. You are basically admitting your code/engine/server architecture is inefficient.
Why was a game allowed to ship while in such a state?
I am not for or against an AoE cap mind you, I just dont understand how a company such as Arenanet can ship an unfinished and broken product and get away with that.
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The counter to ranged dps is retaliation. And yes it will kill you even faster with no aoe limit.
Warhammer had a stacked aoe issue early on and was fixed.
100500 necro fields can be countered with retaliation? Something new, definitely.
25 charracters
you still havent answered why the new parameters were set. all you are doing with that is wasting time tinkering with stuff that will hinder the 5 man without addressing the issues of server maintenance.
I was there before AOE cap. when the game first came out. and frankly it wasnt as bad as everyone thinks. Kept the 50 man zergs at bay, kept you on your toes, no RNG if you get hit or not.
in an outnumbered fight it was actually reliant on skill. (mind you this was before condi meta so we actually had battles not spamfests)
Imagine you taking down 1 gate/wall of a a keep/tower. Imagine 50 people inside which ain’t that abnormal. Imagine they all chaining their aoe into the gap. Good luck walking through and surviving.
Aoe cap is there not only for the servers, but also because some things will be just impossible to cap and some classes will be rediculously OP. Like Ele and ranger, no. If aoe is unlimited, make healing unlimited aswel and all the other spells. But OOPS, we are back to 0 than…
So yea aoe cap is there for a really really good reason.
There is a dev post flat out saying, in plain english, its there for the simple reason of server performance.
I will say it again. If the cap were raised performance would suffer greatly. That is why it hasn’t been changed.
Even a cap raise to at least ten would still be too much? Because at the moment it sometimes feels like 5 is too small
Imagine you taking down 1 gate/wall of a a keep/tower. Imagine 50 people inside which ain’t that abnormal. Imagine they all chaining their aoe into the gap. Good luck walking through and surviving.
Aoe cap is there not only for the servers, but also because some things will be just impossible to cap and some classes will be rediculously OP. Like Ele and ranger, no. If aoe is unlimited, make healing unlimited aswel and all the other spells. But OOPS, we are back to 0 than…
So yea aoe cap is there for a really really good reason.
There is a dev post flat out saying, in plain english, its there for the simple reason of server performance.
I will say it again. If the cap were raised performance would suffer greatly. That is why it hasn’t been changed.
To bad the same performance limitations do not apply to things like arrow carts.
Imagine you taking down 1 gate/wall of a a keep/tower. Imagine 50 people inside which ain’t that abnormal. Imagine they all chaining their aoe into the gap. Good luck walking through and surviving.
Aoe cap is there not only for the servers, but also because some things will be just impossible to cap and some classes will be rediculously OP. Like Ele and ranger, no. If aoe is unlimited, make healing unlimited aswel and all the other spells. But OOPS, we are back to 0 than…
So yea aoe cap is there for a really really good reason.
There is a dev post flat out saying, in plain english, its there for the simple reason of server performance.
I will say it again. If the cap were raised performance would suffer greatly. That is why it hasn’t been changed.
To bad the same performance limitations do not apply to things like arrow carts.
Actually they do but on a much smaller level. There isn’t ~300 AC’s on any given map.
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Zikkro – Zergling Necromancer
Then it sounds like you guys need to go back to the ol’ drawing board on this mode called WvWvW you’re trying to peddle. Massive fights and AoEs capped at 5 targets is just awful from my perspective, especially in these constant lopsided fights you’re throwing at us. This is why people use ACs like there’s no tomorrow.
Even a cap raise to at least ten would still be too much? Because at the moment it sometimes feels like 5 is too small
Raising it even one would have significant performance impact because you need to think of it over an equation that causes that to multiply very quickly. Until and unless there are significant changes in the engine, which isn’t on the table, we will not be raising the cap on player skill AoE.
I will say it again. If the cap were raised performance would suffer greatly. That is why it hasn’t been changed.
This in fact is degrading your performance. Because of the cap, many servers have learned that if you create the tightest ball possible with the most amount of people moving around, you can minimize the damage each person takes. You are encouraging people to play in a way which your servers cannot handle. As such a large portion of fights are 60v40 because of abusing the cap. If you create some downsides to putting the greatest number of people in the smallest place, then maybe the community would start to play in ways which work better for your engine and in the long run, more enjoyable for us all. One of the ideas to do this is to increase the cap and allow mega zergs to be much more susceptible to small very skilled groups. Even an increase up to 7 or 8 would start to make a huge difference. Shadowbane had a cap of 7 and that game came out 10 years ago.
After release there was no cap on healing, that was changed because of a particular playstyle that was unintended of balling up and abusing it. I don’t remember a performance increase once healing was capped. I would though keep the healing cap at what the AOE cap is or whatever it is increased to.
And the aoe cap also hits players that were recently downed, but can’t yet take damage. I don’t know how many times I’ve see “Invunerable” pop up when I aoe in an area that has people that have recently went down.
So the cap is there because of performance issues, but it encourages people to play in ways which cause performance issues. Seems to me that there is a sweet spot with the cap and it is not 5 or less….. It also seems that you guys owe the community at least a trial of increasing the cap on at least 1 lower tier server some week.
Imagine you taking down 1 gate/wall of a a keep/tower. Imagine 50 people inside which ain’t that abnormal. Imagine they all chaining their aoe into the gap. Good luck walking through and surviving.
Aoe cap is there not only for the servers, but also because some things will be just impossible to cap and some classes will be rediculously OP. Like Ele and ranger, no. If aoe is unlimited, make healing unlimited aswel and all the other spells. But OOPS, we are back to 0 than…
So yea aoe cap is there for a really really good reason.
There is a dev post flat out saying, in plain english, its there for the simple reason of server performance.
I will say it again. If the cap were raised performance would suffer greatly. That is why it hasn’t been changed.
While I agree that performance should be priority No. 1 (no one enjoys playing with lag) it does pose some serious questions about the combat design.
How come GW2 handles AoE comparatively badly compared to other MMOs?
It also poses the question of why there is so much AoE in the first place. I’d wager somewhere close to 80% of damage abilities have some sort of AoE component and so many abilities are some sort of AoE. Is this necessary because I don’t find it fun.
Minions, aka. AI surely exasperates the issue too when you have 50% of your targets being made up of minions. Surely reducing the number of Illusions, Pets and Demons must improve performance significantly. Maybe these aspects should be considered during further game-design iterations.
Until and unless there are significant changes in the engine, which isn’t on the table, we will not be raising the cap on player skill AoE.
And there we have it people, the official future of GW2 in a nutshell.
League of Legends put server performance as its highest priority. If they hadn’t, they wouldn’t have gotten out of 2010 as a healthy game. People don’t enjoy playing games that don’t work properly. ArenaNet would do well to learn that.
Even a cap raise to at least ten would still be too much? Because at the moment it sometimes feels like 5 is too small
Raising it even one would have significant performance impact because you need to think of it over an equation that causes that to multiply very quickly. Until and unless there are significant changes in the engine, which isn’t on the table, we will not be raising the cap on player skill AoE.
For future reference, if you intend to have massive scale pvp in a game, Don’t do this.
Having a small AOE cap will only lead to the current trend of Zerg Balling, it will not be fixed in this game, Thus if anyone actually prefers better PvP, I suggest looking down the road at coming games such as ESO or maybe in FFXIV’s Faction PvP
and of course, CU…Which will hopefully not have these same “mistakes”
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League of Legends put server performance as its highest priority. If they hadn’t, they wouldn’t have gotten out of 2010 as a healthy game. People don’t enjoy playing games that don’t work properly. ArenaNet would do well to learn that.
LoL servers have problems all the time, especially the EUW servers.
The limit actually favours zergs…
http://www.votf.net
The WvW devs should be given a break on this particular issue. Changes to the basic combat system, or the resources to make the current calculation are really out of their hands.
That being said, if lag starts to be a factor in huge PvE boss fights, I guarantee you it will be changed.
Imagine you taking down 1 gate/wall of a a keep/tower. Imagine 50 people inside which ain’t that abnormal. Imagine they all chaining their aoe into the gap. Good luck walking through and surviving.
Aoe cap is there not only for the servers, but also because some things will be just impossible to cap and some classes will be rediculously OP. Like Ele and ranger, no. If aoe is unlimited, make healing unlimited aswel and all the other spells. But OOPS, we are back to 0 than…
So yea aoe cap is there for a really really good reason.
You think that ele or ranger would be Op? Just thing about hammer warriors with no aoe cap, or a gs whirl trough the zerg, or any non single target autoattack from any class for the matter.No aoe cap 1200 range ccs, fears, immobilizes.Game would be literally unplayable for a game that doesn’t require to target for cast.Other games aoe require you to target some player and the aoe would hit on some radius arround them, but in gw2 aoe or even a melee slash with no cap would be too Op.
Unless retaliation would still be allowed in wich case LOL
Imagine you taking down 1 gate/wall of a a keep/tower. Imagine 50 people inside which ain’t that abnormal. Imagine they all chaining their aoe into the gap. Good luck walking through and surviving.
Aoe cap is there not only for the servers, but also because some things will be just impossible to cap and some classes will be rediculously OP. Like Ele and ranger, no. If aoe is unlimited, make healing unlimited aswel and all the other spells. But OOPS, we are back to 0 than…
So yea aoe cap is there for a really really good reason.
You think that ele or ranger would be Op? Just thing about hammer warriors with no aoe cap, or a gs whirl trough the zerg, or any non single target autoattack from any class for the matter.No aoe cap 1200 range ccs, fears, immobilizes.Game would be literally unplayable for a game that doesn’t require to target for cast.Other games aoe require you to target some player and the aoe would hit on some radius arround them, but in gw2 aoe or even a melee slash with no cap would be too Op.
Unless retaliation would still be allowed in wich case LOL
DAoC worked just fine with no AoE cap. At the center of the aoe was the most damage and the further away from the center you were, the less damage you took.
Raising it even one would have significant performance impact because you need to think of it over an equation that causes that to multiply very quickly. Until and unless there are significant changes in the engine, which isn’t on the table, we will not be raising the cap on player skill AoE.
Wait wait wait wait. Game programming requires MATH???
Imagine you taking down 1 gate/wall of a a keep/tower. Imagine 50 people inside which ain’t that abnormal. Imagine they all chaining their aoe into the gap. Good luck walking through and surviving.
Aoe cap is there not only for the servers, but also because some things will be just impossible to cap and some classes will be rediculously OP. Like Ele and ranger, no. If aoe is unlimited, make healing unlimited aswel and all the other spells. But OOPS, we are back to 0 than…
So yea aoe cap is there for a really really good reason.
You think that ele or ranger would be Op? Just thing about hammer warriors with no aoe cap, or a gs whirl trough the zerg, or any non single target autoattack from any class for the matter.No aoe cap 1200 range ccs, fears, immobilizes.Game would be literally unplayable for a game that doesn’t require to target for cast.Other games aoe require you to target some player and the aoe would hit on some radius arround them, but in gw2 aoe or even a melee slash with no cap would be too Op.
Unless retaliation would still be allowed in wich case LOLDAoC worked just fine with no AoE cap. At the center of the aoe was the most damage and the further away from the center you were, the less damage you took.
Wich is not the gw2 mechanic.
Also, one thing to ask when people complain, is what do they really mean?
So what is the real problem with the AoE cap. Is it zerg or anti-zerg, or what?
My opinion is people hate it because it introduces randomness to PvP.
In every PvP game I’ve ever played, if there was a random element (like resists), people complained about it endlessly.
So, as suggested above, if there was a way to make the AoE cap smart, that would be a fix. That is you would always know who you would hit (or who would hit you), then the complaints would probably dry up.
Raising it even one would have significant performance impact because you need to think of it over an equation that causes that to multiply very quickly. Until and unless there are significant changes in the engine, which isn’t on the table, we will not be raising the cap on player skill AoE.
Wait wait wait wait. Game programming requires MATH???
Of course…
Raising it even one would have significant performance impact because you need to think of it over an equation that causes that to multiply very quickly. Until and unless there are significant changes in the engine, which isn’t on the table, we will not be raising the cap on player skill AoE.
Wait wait wait wait. Game programming requires MATH???
Of course…
Is that why my CPU is always running at near max capacity when I WvW?
League of Legends put server performance as its highest priority. If they hadn’t, they wouldn’t have gotten out of 2010 as a healthy game. People don’t enjoy playing games that don’t work properly. ArenaNet would do well to learn that.
LoL servers have problems all the time, especially the EUW servers.
The current EUW servers problems are nothing compared to the server problems of early 2010. That’s not to say that the current problems aren’t a big deal – they are – but they’re not so bad that it kills the game entirely.
Imagine you taking down 1 gate/wall of a a keep/tower. Imagine 50 people inside which ain’t that abnormal. Imagine they all chaining their aoe into the gap. Good luck walking through and surviving.
Aoe cap is there not only for the servers, but also because some things will be just impossible to cap and some classes will be rediculously OP. Like Ele and ranger, no. If aoe is unlimited, make healing unlimited aswel and all the other spells. But OOPS, we are back to 0 than…
So yea aoe cap is there for a really really good reason.
There is a dev post flat out saying, in plain english, its there for the simple reason of server performance.
I will say it again. If the cap were raised performance would suffer greatly. That is why it hasn’t been changed.
Even a cap raise to at least ten would still be too much? Because at the moment it sometimes feels like 5 is too small
it’s an exponential increase. so, yes it would. just do the math.
For those that don’t understand or don’t want to understand the performance issue…
Keep in mind that all the skills are balanced to have an AOE cap of 5 players. Meaning that if there wasn’t the cap of 5 players, all your AOE skills would do a LOT less damage per player.
Clear enough?
Even a cap raise to at least ten would still be too much? Because at the moment it sometimes feels like 5 is too small
Raising it even one would have significant performance impact because you need to think of it over an equation that causes that to multiply very quickly. Until and unless there are significant changes in the engine, which isn’t on the table, we will not be raising the cap on player skill AoE.
You all need better coders and better hard ware. no reason it should be such poor performance.
No problem with increasing AOE limit …but only after .
1) Friendly fire ……AOE on your own side at same time as enemy should have effect that is more inane than AOE limits .
2) A real LOS not the 2D system applied to a 3D enviroment as now allowing simply crazy results .
Those need work before AOE limits are even considered or any aoe change would be wildly unbalancing.
For those that don’t understand or don’t want to understand the performance issue…
Keep in mind that all the skills are balanced to have an AOE cap of 5 players. Meaning that if there wasn’t the cap of 5 players, all your AOE skills would do a LOT less damage per player.
Clear enough?
haha no they arent. they were balanced with no cap, later on patched in a 5 person AOE cap. Skill dmg was largely not touched
#almost
I will say it again. If the cap were raised performance would suffer greatly. That is why it hasn’t been changed.
Could you make AoE attacks on WvW work over a few seconds with, say, half-second or one second pulses such that each pulse it hits 5 more targets that haven’t been hit by the previous pulse? That would allow an AoE skill to hit maybe 25 targets over 5 seconds with each second being a 5 target “attack”. In fact, I think some AoEs already work something like that, don’t they?
(edited by Berk.8561)
No problem with increasing AOE limit …but only after .
1) Friendly fire ……AOE on your own side at same time as enemy should have effect that is more inane than AOE limits .
2) A real LOS not the 2D system applied to a 3D enviroment as now allowing simply crazy results .Those need work before AOE limits are even considered or any aoe change would be wildly unbalancing.
Friendly fire would outright break this game. Aside from the overwhelming amount of AOE/cleave/bounce, a lot of skills simultaneously buff allies and damage/debuff enemies. Some even hurt enemies and heal allies. Being able to apply damage/debuffs to an ally would require so many changes they’d be better off making a whole other game, because that’s what they’d be left with anyway.
Until and unless there are significant changes in the engine, which isn’t on the table, we will not be raising the cap on player skill AoE.
Your engine desperately needs some work dude. The performance of this game in both FPS and latency of is abysmal. Try to get that in your honchos’ thick skulls.
Check out my suggestion in the signature (the second link).
It’s that some players (or other entities) become mutually invulnerable to others with more and more players on screen.
This would solve the lag issue.
Imagine you taking down 1 gate/wall of a a keep/tower. Imagine 50 people inside which ain’t that abnormal. Imagine they all chaining their aoe into the gap. Good luck walking through and surviving.
Not to mention that the lack of AE cap was exactly what lead to AE dropoff in WoW.
So in case we don’t have AE caps, we’d get something like “duration/effect reduced with increasing number of targets”. To the point where that AE bleed hits for 1 stack of 0,2s in a zerg, and that AE blind lasts 0,06 seconds.
And then they’ll be back here, complaining… :P
Even a cap raise to at least ten would still be too much? Because at the moment it sometimes feels like 5 is too small
Raising it even one would have significant performance impact because you need to think of it over an equation that causes that to multiply very quickly. Until and unless there are significant changes in the engine, which isn’t on the table, we will not be raising the cap on player skill AoE.
And what about introducing the same cap from attackers?
I mean I can only hit 5 targets (players should have priority in this) and it would be correct that I can be hitted only by 5 players, at least simultaneously.
If 10 ppl come and hit me with their #1 skill, ok, I’ll take one after one every attack, but if 10 ppl put 10 AoE on the ground (eg: well, meteors etc etc) only 5 of them hit me.