This is a damage cap and it exists for system design reasons.
You set a limit on the amount of damage x number of players can receive in x amount of time and that allows you to balance skills. You know that no matter how high the number of players scale, there will always be a window of time that you can activate a defensive skill and mitigate/avoid incoming damage without your entire team exploding instantly.
In teams that are of a consistent size (i.e. 10 vs 10) then you don’t need a damage cap because there is an effective player cap. But in Guild Wars 2, fighting in WvW can be any sized team against any sized team. Sometimes its ridiculous like 50 players killing 1 dude mining a copper ore node.
Then there is balancing single target damage against area of effect damage. In WvW the number of players scales far beyond what the party wide call target can support. It is therefore not realistic to call a single target damage “spike” using 5 players in 5 different parties. Spiking is pretty clumsy in this game but if they ever improve the functionality of commander squads (so they have all of the functionality of a party) then a damage cap on aoe is one of the things that will keep single target damage viable over aoe in game modes like WvW. In WvW right now, single target burst is not very effective in large scale battles. To spec for single target damage you really need to be carrying alot of team synergy/control otherwise your team is not being as effective as it could be.
Its not as simple as saying: “remove the damage cap”. You can point to games that do not have an aoe damage cap but the reality is that its a different game with a different system.
If you change something fundamental in a system, it can have far reaching consequences that are difficult to predict. Right now, there are a number of incentives to balling up lots of players, so you can’t point to DAOC or whatever. You have to look at the system in GW2.
Shout range is 600 units so this is roughly the radius in which you can share boons, venoms, cleanse conditions, auras etc.
Good positioning necessitates that you fight within a certain radius of your support players so you can receive these benefits and extend beyond that range only when you have an evade (or some other invulnerability) or some other means of reflecting/redirecting incoming damage or neutralizing your opponent’s ability to deal damage to your team (i.e. an aoe blind). That in turn is preferable to burning a heal skill when it is not necessary.
Disorganized teams in WvW can collapse precipitously because of bad positioning and poor situational awareness. For instance, a Geyser is a pretty nice heal and if blasted gives area healing but it only lasts 2 seconds. This means that if you want your team mates to benefit from a Geyser you need to tell them where you are putting it (i.e. on commander icon) and players need to be within 2 seconds run to gain any benefit from it at all.
So buff range is also tied into skill duration. You can think of distance and time as being interchangeable in many ways. If you are so far away that you cannot get to a Geyser in 2 seconds, you are strictly speaking, out of position.
The amount that a Geyser can or should heal is predicated on the amount of damage players can receive over the same time interval.
Geysers and Meteor Showers are static ground effects. You put them on the ground and they stay there for x amount of time, affecting x number of players in range. The best way to avoid taking damage from a Meteor Shower is to not stand in it over its full duration.
(edited by Besetment.9187)