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Keep Downstate -> Remove target cap


Zefrost.3425

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Surprised no one has "got" this yet. Downstate does not correlate to outnumbered fights - target cap does.Removing target cap keeps small scale balanced and allows a small group of better players to wipe the mindless group stacked with buildwars. However, you also should not expect a group of 22 to wipe a group of 60, even without target cap - that's just nonsensical. Do objectives away from the massive blob or fast-build siege and kill them.

(Broken AOE spam is another problem that should be fixed)

The real question is if it's actually possible to remove the target cap. I think it's possible... but maybe not plausible? ($$$)

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@Bigpapasmurf.5623 said:I hope they dont. More calculations their servers need to do. Removing target caps encourage those blobs that do nothing but circle the ground and could introduce toxic gameplay.

That makes absolutely no sense, whatsoever, if those blobs suddenly became able to be killed by a single AoE from any player, blobbing up like that would cease to exist as a valid form of play, players would have to spread out just to survive.

That being said, it hardly matters, because like Kral said above, the AoE limit exists because of technical limitations, not gameplay or balance reasons. But then again, that doesn't mean they can't overcome it, conditions were also limited to stacks of 25 for technical limitations, and while there is technically still a cap, at 1500 or so, the game plays as if there isn't one.

And finally, having played WvW before the AoE limit, it is not even up for debate that the gameplay was better than the mindless zergfest we've suffered through since the AoE limit was put in place, that is just... as ridiculous a claim as saying that fire is cold. The AoE limit removed positioning and scale from the game mode, absolutely necessary mechanics for any amount of battlefield strategy or tactics, making the gamemode almost solely about numbers ever since.

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@Limodriver.4106 said:wow ppl actually believed the technical limit excuse. Remember auto loot was not possible while bot programs were doing auto loot just fine when the game first came out? lol. When the siege can hit 50 ppl u know the limit is atleast up to 50

The devs did not ever state that auto-loot couldn't be done for technical limitations, the security team stated they didn't want auto-loot in game because if you automate functions for bots, it becomes harder to detect bots. And we got auto-loot eventually because the security team and gameplay team compromised, adding auto-loot behind a mastery you could only get on a paid account with a sizable amount of play time, making it not worth the cost to bots over using their own, detectable, auto-loot function.

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@"Zefrost.3425" said:Surprised no one has "got" this yet. Downstate does not correlate to outnumbered fights - target cap does.

.. No one? lolNo, it's a horse so dead and beaten we just don't talk about it any more.Both are legs of the blob tripod, the third is combat speed.But downstate and combat speed are addressable, the AoE cap has a reason to exist

@Kraljevo.2801 said:technical limitations. At least that's what they said when they introduced the target cap.

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this has been brought up several times over the years. as others have said, its due to tech limits.i suggested some time back that they lower the cap on some skills (wells and meteor shower hitting 20 ppl for example) but reducing AAs to 1 person, as well as other skills. no idea if that would work but its a thought.

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removing the target cap is awful. Every push into the enemy would feel like you push alone bc noone shares the damage. this may have been possible before elite specialisations, the power creep and the condition change but not now anymore. Also... someone else remembering unkillable healing balls

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@Char.4209 said:removing the target cap is awful. Every push into the enemy would feel like you push alone bc noone shares the damage. this may have been possible before elite specialisations, the power creep and the condition change but not now anymore. Also... someone else remembering unkillable healing balls

I remember when healing water staff elemental were gods in magi gear. Can you imagine no aoe cap water staff healers in minstrel.

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@"Brother.1504" said:I remember when healing water staff elemental were gods in magi gear. Can you imagine no aoe cap water staff healers in minstrel.

nah... think about tablet heralds... "turtle formation move slowly forward" :)

But back then it was more about blasting water fields (until a guard dropped his light field)

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@"Brother.1504" said:Here’s some logic. No aoe target cap. If your small group of 10, drops 10 aoes on the big group of 30. What do you think happens when the big group of 30, drops 30 aoes on your small group of 10?

Basically this.

"Anything you can do, the zerg can do better."

Sure, you can get off some ambushes and plaster an entire zerg with meteor showers a few times, but in general the zergs will win out in the long run. Even if you plaster 15 (because they tail) the other 15 can still likely kill your 10 back he same way. And once the zergs learn to spread out in skirmish formation, that's going to get even less effective.

Said it several times before, the only way I can see the target limit change, is if they attach it to the outnumbered effect. So you can get x2 target cap on skills when outnumbered, that would still limit any technical limitations with calculations etc, as well as give it to those that actually needs it, and only against the ones they need it against (10+ groups of players).

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@Brother.1504 said:Here’s some logic. No aoe target cap. If your small group of 10, drops 10 aoes on the big group of 30. What do you think happens when the big group of 30, drops 30 aoes on your small group of 10?

assuming you gank and dont charge at them head on, you could probably wipe out the bigger group with enough zerk damage. if you get in trouble you could portal out with a mes or scourge, restealth and repeat.

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@Stand The Wall.6987 said:

@Brother.1504 said:Here’s some logic. No aoe target cap. If your small group of 10, drops 10 aoes on the big group of 30. What do you think happens when the big group of 30, drops 30 aoes on your small group of 10?

assuming you gank and dont charge at them head on, you could probably wipe out the bigger group with enough zerk damage. if you get in trouble you could portal out with a mes or scourge, restealth and repeat.

Maybe in a choke if the larger group gets too hungry. If people are encouraged to try, could be fun. Doubt open field would be any different then now. Big fish eats little fish.

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@Brother.1504 said:

@Brother.1504 said:Here’s some logic. No aoe target cap. If your small group of 10, drops 10 aoes on the big group of 30. What do you think happens when the big group of 30, drops 30 aoes on your small group of 10?

assuming you gank and dont charge at them head on, you could probably wipe out the bigger group with enough zerk damage. if you get in trouble you could portal out with a mes or scourge, restealth and repeat.

Maybe in a choke if the larger group gets too hungry. If people are encouraged to try, could be fun. Doubt open field would be any different then now. Big fish eats little fish.

it would definitely be interesting, and plenty of people would want to try it im sure. plenty more would try to go about business as usual, fail and cry for nerfs on forums.

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@Brother.1504 said:Here’s some logic. No aoe target cap. If your small group of 10, drops 10 aoes on the big group of 30. What do you think happens when the big group of 30, drops 30 aoes on your small group of 10?

Assuming that both groups are organized in the same way. But no one forces players to try to move around in one tight little ball that's a strategy players developed to take advantage of target caps and downed state years ago.

Change the rules of the game and you change the way the game is played.

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