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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Comments
Both can be fine-tuned in a variety of ways but ultimately they should be handled differently for server performance issues. It's easy to mess up with the first type of AoE, both in balance and backend management.
I heard a bird ♫
These are just spitball numbers they would have to be adjusted according to AoC's damage potential.
AoE should never be limited, it defeats the point, if players are standing in stupid, they should all get popped with it. If they’re playing Stack on Lead they deserve to get popped even more.
I support explicitly anti-grouping AoE too, like good ol’ Proxy Detonation from ESO that scales up in damage based on how many people are immediately nearby when it goes off. Zerg bombers were doing the lord’s work honestly.
The only hard rule for damage AoEs is that it should be about 1/3 or 1/4 as strong as a single target damage ability, and the same abilities should not stack any subsequent debuffs/DoTs/etc. Take the strongest value only.
But as others have mentioned we need to wait and see what all the classes/skills look like and not to mention how the larger battles will work in regards to what is the meta. Zerg as a death ball or are you required to split groups for various objectives.
I think the main reason no caps on AOE is important is to make sure zergs still need to be afraid of something. There should not be a certain number of players where all of a sudden things become brain dead mode. As long as skills or mechanics are in place to stop zergs then I am happy.
In my opinion, this would work ok for some AoE abilities, but I don't think it would be a good fit for all.
Rather than there being one mechanic to rule them all in regards to AoE's, I can see an argument for different mechanics for different abilities.
As an example, an AoE where the notion is that you are projecting an amount of magical power in to an area to damage all enemies within - that should deal less damage the more targets you hit.
On the other hand, an ability where you set a target area on fire, or rain down arrows over a specific area, or cause an earthquake in a specific area - that should deal the same amount of damage to anyone in that area.
In terms of balance though, the notion of player collision (and presumably mob collision) really should prevent AoE's from being overpowered.
I don't see why there can't be a number of different mechanics AoE's can take like this, as long as the description of the ability makes it clear if all enemies take the same amount of damage, or if all enemies share in an amount of total damage.
I agree with this. We're going to be playing an action/hybrid game. There are so many factors that can go into an AoE. Some will need max player caps. Some should be unrestricted. There will be instant cast AoEs, channeled AoEs, cast time AoEs, AoEs that start off as projectiles and need to be aimed, ground target AoEs, AoEs of various mana costs, AoEs with radius of all sizes, and variations in their cast ranges. There are AoEs that buff and AoEs that debuff. Some games also have AoEs with dispel effects. One system for all could be limiting towards developer creativity.
If the developers want an massive radius instant cast low mana cost AoE on a short cooldown, then they should be able to put a player cap on that if they feel like it would balance things out.
It's not that I necessarily want this kind of spell, it's just something that can add flavor to certain explosive projectiles in games that also happens to limit them as AoE abilities.
As much as I like this idea it'd likely be too simulation intensive. There's different ways of 'simulating' an explosion area, and doing something that determines cover from the point of effect would require a lot of calculations as opposed to a simple, "apply this script to everything within this area".
It's not so much the cover behind world objects that I'm afraid of, but rather when the game needs to do collision checks for every player in the area per hit scan. Planetside 2 has grenades that you can hide behind cover for, but I'm sure that players can't jump on a grenade to save everybody.
I heard a bird ♫