AoE - Capped or Uncapped?
This conversation set the Discord chat on fire for a while. I think it's something that is worth discussing out. The jist of the argument comes down to, how should AoE's be handled? Should they have a damage cap? Should they have a limited number of targets? Or should they function equally regardless of how many people fit in the template?
There are a lot of methods to handle your AoE attacks/heals , I'll list a few of the options below. Lets assume the skill we're discussing is a fireball that deals 5,000 damage.
Unrestricted AoEs
This is one side of the arguement. If an AoE deals 5,000 damage, it hits every single person in the template for 5,000 damage when the effect goes off. AoEs like this discourage murderballs and force players to spread out, getting maximum value the more people it can hit. The argument against it is that it can overvalue AoE builds in group fights.
Variant - Allowing FF on damaging AoE skills to compensate for the unrestricted damage, as suggested by Angier
Max Target AoEs
These types of AoEs restrict the maximum amount of people that can be hit by them. So while 20 people might be under a fireball blast, only eight can get hit by the burst. However, all eight will be dealt 5,000 damage, dealing 40,000 damage in total. Anyone else outside of that number would be safe and be dealt no damage. While this encourages AoE users to pick their shots, it limits the value they can have overall. AoE users also generally have no control over the people who get struck by these attacks.
Diminishing Return AoEs
In these types of AoEs, the damage of the AoE gets spread out *per person* in the AoE. If 5 people get hit, they all take 1,000 damage. If 20 people get hit, they all take 250 damage. It sharply cuts the value of AoEs and instead limits the damage potential of AoE users, preventing AoE users from just dominating the battlefield. However, because in this scenario, AoE damage needs to be buffed to even be worth using, it turns AoE attacks into massive single target nukes when used on one target.
Variable Damage AoE
This is personally the one I'd suggest. Simply put, the damage of the AoE is highest at the center and lowers the closer to the edge of the AoE you are. It more firmly replicates real world AoE effects, like grenades or explosions, and does effort to limit the effectiveness of AoE builds while still allowing them to shine in group fights, making spacing *important* but no longer critical. In this example, a character in the dead center of the blast might take 5,000 damage while a person at the edge may take 2,500 or even 1,000.
Thoughts? Suggestions? Any other models I haven't considered?