Dolyem wrote: » uncounted wrote: » .... I see where you are coming from my dude but this would directly screw small groups fighting zergs. It SHOULD be implemented to CC abilities by applying diminishing returns. But as soon as you apply that to damage AoE's, you take away the small pvp groups ability to utilize choke points against zergs by bombing them when they are vulnerable.
uncounted wrote: » ....
uncounted wrote: » Dolyem wrote: » uncounted wrote: » .... I see where you are coming from my dude but this would directly screw small groups fighting zergs. It SHOULD be implemented to CC abilities by applying diminishing returns. But as soon as you apply that to damage AoE's, you take away the small pvp groups ability to utilize choke points against zergs by bombing them when they are vulnerable. I don't think it will on the contrary it will help the smaller group's tanks. If you try and hold a chokepoint with uncapped AoE damage with your small group the zerg will just AoE all your frontline into oblivion before you even manage to do anything and even if you manage focus fire you AoEs. Who do you think will run out of bodies to throw at the chokepoint first the small group or the zerg ? What can the healer do if his group tanks get instantly dropped by the seer amount of uncapped AoE from the zerg ?
Littlekenny21 wrote: » I disagree that uncapping AoE skills will help the smaller group and I think it will benefit the zerg more as a couple of people have said before. My anti-zerg experience is entirely in GW2 though so there may be other elements of other games that make this work that I'm unaware of. The problems I see are that with the sheer number of players in a zerg: It would be possible for the zerg to accidentally focus enough damage to melt the smaller group. If the smaller group goes in melle to get a small group of out of positioning players, the zerg only needs a small portion of their player to react by dropping AoE on them. If cc is uncapped with no way to prevent it, see GW2 after the stability change (easy to die without making a mistake). If AoE healing is also uncapped then the zerg has way more sustain(separate topic). IMO, the key parts to GW2 large scale PvP working are; stability, dodge roll, AoE damage limit, uncapped static cc(e.g. a line), capped pulling cc, water fields and blasting. Also downed state and rallying helped a long when it came to taking down zergs.
Irohnic wrote: » no aoe caps+player collision=fun time in large scale pvp. I just hope on the PvE side of things you don't end up with what you have now in classic wow with mages being able to solo dungeons of 300+ elite mobs due to their uncapped aoe and npc pathing abuses. On a side note with reference to what was mentioned of polearms and berserker type build: I really hope a viable strat in group pvp becomes some sort of tank shield wall with long-reaching melee classes lined up behind the tanks like in the movie 300. This would require some of the weapon types to have enough range to attack through/over the head of your allies.
Medrash wrote: » @Bricktop I don't think that the solution to big numbers of people is to make AoE spells op. If the Aoe was the meta in almost all the games you played it's pretty bad, as game design, for the tactic component. Of course AoE should give some advantage, but not capping them it's a problem, and will easly kill all zerg tactics, leading to a boring and unfair meta. If you are less people of course you have a disadvantage, your strategy was then bad. In every game scenario should be advantageous the number of people and the big groups, if the are skilled and coordinated. A good game design gives big skill cap, allowing few people to outclass with SKILL big number of weaker peoples, and not just an Op aoe skill that will lead few people to always win fights. The way you can win against few people is by traps and preparation, strategy ... not overpowerfull spells.