Speaking of the AE cap, it doesn't seem to prioritize players over pets, so WL/magus/SH/Eng pets look like they eat up spots towards the cap.Aurandilaz wrote: ↑Wed Jan 16, 2019 4:11 pm If devs actually wanted to "split the zerg" and have anti-zerg mechanics, increased AoE cap would be one of the more sensible ways, as Wam above said, bigger side can now just hide in one big blob, first 9 targets (tanks) take dmg, if its 4 wbs like usual Order blob in one spot, only 9/96 take damage, everyone else can roleplay safely in the backline and pretend they are the true realm heroes.
Either increase underdogs AoE cap by 2 targets per each 20 AAO effective, or start implementing campaigns mechanics, like if your Keep lord has been killed, underdog has effective +2 AoE cap for next 6 hours. If 2nd Keep lord is killed, +2 AoE cap again for next 6 hours... meaning if Order for some reason goes to take 6 keeps in 6 hours, those 6 lord kills have given Destro +12 AoE cap. Eventually oldest "buff" vanishes and it drops to +10 then etc...
current system where one side just snowballs into a megablob and keeps taking empty keeps and defenders have little realistic chances of opposing the voltron, or are more or less actually rewarded more if they xrealm and join larger side to leech the keep lord kills which will feed their bagrolls over time... its absurd design, but somehow here we are.![]()
My testing on this is limited to checking my damage logs after a bomb and noticing the odd "300 damage to pet" in the middle of what should have been a solid bomb (meaning hitting ~9 players).
Have you noticed the same?