A game should never need different rules for PvE and PvP. Especially a game like this where PvE is nothing more than a distraction to prepare you for PvP. Now as for AE CC and such, I’m very much in favor of this and I was shocked to find no real dispels, purges, controls, and heals in PvP in this game.
There’s just no depth to PvP in this game. And without any depth you limit the number of tactics and strategies players need to succeed. And when players don’t need tactics or strategy to succeed they clump up in a ball and play follow the leader all day.
Adding more depth to this game is never a bad thing. Adding unlimited AE or forcing 2 rulesets (1 for PvE and 1 for PvP) isn’t a solution.
Which game are you playing exactly? GW2 already has different rules for PvE and PvP.
Everybody is saying that AOE without a cap would be OP against the zerg. That’s the point. We’re talking about a way to discourage people bunching up into large groups which results in the uninteresting gameplay you mention. Don’t want to get murdered by AOE? Don’t all stand in the same spot. Be aware of your surroundings. Think and whatnot.
Of course AOE would be OP without a cap against the zerg. You know when it wouldn’t be? If 10 people weren’t standing in the same spot. Then it would be exactly the same as it is now The idea is to encourage people to spread out.
Listen, removing the aoe cap won’t even change the majority of combat situations. The only time it will make a difference is when you have more than 5 people standing in the middle of an aoe which is exactly what we’re trying to discourage. At all other times, there would be no difference in aoe.
Your reasoning is backwards. People don’t ball up into zergs because the game lacks depth and tactics. They ball up into zergs because it is the best tactic. People will always follow the path of least resistance. So until you make it dangerous for everyone to stand in the same spot, people will continue to do so.
The rule differences are subtle. Like not being able to use elite skills and things of that nature (which is ignored for various classes). They aren’t making a spell work entirely different depending on where you choose to play.
Zerging is the best tactic because it’s the only one to choose. I’ve played dozens of mmos and all used zerging. Only a few offered no real solution to it. None of which had limitless AE.
And I’ve already pointed out with the hunter scenario that 30 people in a courtyard spread out will still be covered with AE, aren’t balled up, and would all die without the ability to retaliate.
If you want ‘more AE’ then why not give it to more classes? Why should Rangers need to channel their barrage? Why can’t Guardians have a second ranged AE? Why can’t Warriors have a 1200 yard ranged AE? Why is thief AE travel time so slow? Why aren’t there classes that can drop AE spells that pulse AE knockbacks to dispurse zergs? Why aren’t doesn’t the mesmer spell that reflects spell reflect AE’s back onto the enemy zerg and damage them?
Dozens of better ways to ‘nerf zerging’ than just removing an AE cap that will do nothing but open up the door to even more abuse, further alienate classes, and ultimately not change anything when it comes to zerg play.
If they are spread out, then the 5 aoe limit does not even matter. What point are you trying to make? The current way it is, all 30 of them are balled up because it increases there survivability dramatically.
The 5 AE limit is still important because all 30 of them could still be under barrage’s circle but only 5 could be hit. Whereas without it, all 30 would be hit even though they aren’t balled up.. they’re spread out all over the courtyard to the keep. Only they can’t fire back due to the wall’s lip, the rangers have them all perma snared and bleeding, and barrage has a 100% chance to crit.
Removing the cap is a terrible idea because it opens up the game to this kind of abuse.