Played yesterday for so long that I forgot to eat dinner and went to bed way past midnight
Yes I think the AoE increase is a good think
Yes I think there is room for finetuning
In a game that already has collision on both friendly and foe, in combat. The game creates a natural limmitation on how many players you can actually hit with a 30feet PBaoe attack or with a ranged Cleave ability that has 20feet width.
To some extend I think that if you can manage to hit 24people all stacked on top if eachother by possitioning yourself in the middle of them, then you deserve to hit them all due to the risk of being in the midst of only enemies.
on the other hand, some abilities might just be too potent with this test-cap of 24.
Crowdcontrol should be potent, if you can navigate through an enemy warband and land a well placed Quake aoe stagger bravo!
(Staggering a whole warband takes a little less skill, and just provides immunities since you cant navigate what portion you want)
Morales with CC plus morale-damage component are just too danm good. Solarflare got changed before it could be tested and thank Odin for that. But No Escape, Blackorc M3 Silence, Zealot S.T.F.U, slayer aoe knockdown etc etc. Just gives each of these classes a chance to control a full warband singlehandedly, while dealing damage to them. Just seems like too much.
Debuffing abilities like DPS RP/Zealot Armor aoe debuffing and critting for applying 50%incoming healdebuff is basicly in the same boat as the Bombers, if you can fit into the mist of the foes and apply it to many, you should be allowed to. But one Debuffer have so much more value than one bomber, so maybe this needs to be turned down, im personally torn.
Resource gain on WP/DoK just became instant refill on demand, throwing a smite out on CD and not having to worry about RF resourcemanagement anymore. Im personally tempted to see if Shield-wielding melee healers actually got viable with this for WB.
Keepsieges and funnels. 3star keeps were already an issue before hand. I think we need to cancel that whole idea of a blocked inner postern if the defenders keep reaches 3stars. As aoe stacking and collision are simply too much now for Funnelbreaks to be a thing unless its ATLEAST 40AAO difference.
Cheesetactics: Blasting potions that deals morale-damage as a "fire and forget" AoE dot unmittigateable not really doing anything on its own but when full warbands, or several, use them in clashes its alot of additional Lag created, its anti-fun, its cheesy and can be determinating of the fights despite not being linked with time investment in your char or progression. Time to remove these for RvR.
Suggestions for finetuning an increased AoE-cap pass 9:
Allow normal damage abilities to hit atleast 16-18 players
Remove (test) all morale-damaging abilities and morales
Limmit AoE CC normal abilities to hitting 9 players (staggering a full warband with a landmine for 6sec. no ty)
Limmit Moraleability CC to not dealing any damage any more, and CC effect only affect 9players.
Debuffing could either be left on the normal AoE cap, or moved to 9player cap aswel and later be finetuned if needed.
This would mean that no single player can control a full warband with Zealot punts, landmines, knockdowns or whatever. a single AoE bomber can not destroy warbands and critical mass is needed. Debuffing morales such as Distracting Bellow can still affect full aoe-cap so you get longer TimeToKill on clashes, Challenges and resourceflow is plenty so possitioning and movement becomes more important