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Perhaps I'm not explaining this well enough... powers already have a set "target cap" that they can hit and that's it. This proposal is not intended in the least to be a massive global nerf to AoE, but to change those "hard target caps" into "soft target caps".
This wiki page shows basically the target cap limits of powers already in game... http://wiki.cohtitan.com/wiki/Limits
So my example above with 10 targets is changed for all current limits...
- AoE debuffs, ranged cones, and melee AoE (PBAoE): 10 targets
- Large PBAoE (nukes): 16 targets
- Ranged AoE: 16 targets
- Melee Cone AoE: 5 targets
- Taunt AoE (including Gauntlet): 5 targets
So in all reality, if the team is playing normally and pulling 1 group at a time, this will have absolutely NO effect. Even mistakingly pulling an extra mob or two won't affect things very much either.
In the case of a nuke doing 900 damage per mob, here's how it would go...
16 targets or less - Normal damage of 900 dmg/mob
More than 16 targets - (900 dmg/mob * 16 soft cap) / # of targets
-- (900 * 16) / 18 = 800 dmg/mob
Or in the case of control...
16 targets or less - Normal duration of 1 min/mob
More than 16 targets - (1 min/mob * 16 soft cap) / # of targets
-- (1 min * 16) / 18 = 53 seconds
If there's only 1 or 2 more than the soft cap it will still do a considerable amount of damage, however, if the tank purposely pulled 3-4 groups it will be diluted quite a bit, thus making it undesirable to pull more than a safe amount yet still leaving the ability to do so. Now the Melee Cone cap I happen to agree with, but that's beside the point. This makes pulling more than 1 group of mobs undesirable, but not impossible (as it is now). -
In essence, this way of doing things would change the "hard caps" into "soft caps". There would be no "this is how many things you can taunt or damage", but it would change to "after this amount of targets, the damage or duration will lower".
Bear in mind that there are already "target caps" out there for all the powers already... I'm just saying to make them "soft caps" to where they *will* affect more mobs, but damage and secondary effects get lowered after those caps are reached. To those that play regularly and don't push limits, this should have virtually no effect what so ever, but in the grand scheme of things it will make people pay attention to how many mobs they aggro at once instead of packing the whole map into a dumpster (like they used to back in the day).
This is basically meant to remove some of the limits of what characters can do while at the same time making the players aware that pulling more than a certain amount will be dangerous.
Quote:That's sort of the point... with larger than normal groups tanks now cannot hold all the aggro anyway, so the AoE'rs would pull no matter what... with this in place, the taunt would no longer have a cap (and the aggro cap as well), but the duration would be shortened a bit so the tank can still do his job to try to keep his damage dealers safer. I doubt that 30 targets would take 3x as long, but it would take longer than killing 10 mobs alone.Originally Posted by PennyPAFirst, would this make it more difficult on AOE use since they are putting out less damage with higher number of targets? In other words, we use to be able to take X amount of targets really fast (higher damage), but now we have aggro with 30 targets, does it take 3X as long? Are we in more danger? For taunt, would taunt be diluted so much that by 30 targets the aggro now is on the damagers? -
I play mostly as a tank, and in large groups (7+) the target cap makes things very hard to do my job and hold aggro when people mess up and pull extra spawns. I've played WoW as well, and they came up with an idea that's similar, but more realistic, in which you can still hit as many targets as you want, but the effectiveness goes down for larger groups.
In essence, you'd be replacing the hard cap on how many mobs you can hit with a cap on how much total damage or duration AoE abilities can do. Say you have a power that can hit 10 mobs at once (ex. Fireball)... it will do X amount of damage to every target up to 10 targets. Now, say it hits more than 10 targets, you would take the amount of damage that it would have done to just 10 targets, and divide it up to the actual number of targets that it hits -- (X * 10) / # of Targets. This can be divided up with duration as well for Holds, Disorients, Immobs, Taunts, etc.
Example:
Fireball on 1 target: 50 damage
Fireball on 10 targets: 50 damage to each target (500 damage total)
Fireball on 20 targets: (50 damage * 10 target cap) / 20 actual targets = 25 damage each
Fireball on 50 targets: (50 damage * 10 target cap) / 50 actual targets = 10 damage each
I would think that this would be a preferable change to the current situation. Tanks could do their jobs more effectively while any AoE abilities are not as effective towards extraordinarily large groups of mobs (which was the whole point of the Target Cap in the first place). This would still force tanks to limit the number of mobs that they collect at any given time as it would take more time to dispatch them. -
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[u]Name[u]: Evolution
[u]Currently Recruiting[u]: We are currently accepting new members, but we are starting up a sister SG on Freedom and most of our focus is over there.
[u]RP Level[u]: We are RP-friendly, bot we don't expect or require any RP from any of our members
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[u]Activity[u]: There is usually someone online any time of the day. A few of our members are situated in Europe.
[u]Requirements for Membership[u]: We no longer have a level requirement, but you must apply on our boards at GuildPortal - Evolution (Virtue).
[u]Leadership[u]: Ridiculous Spd., Laryssa
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"It's a time for heroes!"
...OH, how I loathe that line... no respect for villains it seems. DX
Glad to have you back anyhow, Manticore.
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No slight intended to the villains out there! The Praetorians are still my favorite CoH creation and Ghost Widow's journal pieces are my pick for best Manti-lore.
-->M
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So.. um... are there any plans for Villain-side praetorians? (aka, Villain missions against a Good Recluse and GW) -
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Hey Raven, what happened to your logo - and are we ever going to find out about your in game version - we have heard the backstory on every other Trainer/TF Giver - you need to demand equal rights - he seems like a cool character i want to know what he is all about - and any plans for Ravenstorm or Moonglow to get Pratoriean Counterparts - everyone else has them!!
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In Moonfire story it say she was a college student. Since all the trainers and TF givers are connected some how I'm betting that they both went to Witherop University or something like that. As for Preatorian conterparts, Sunice and...well Ravenshadow.
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Ok havent heard of Sunice - whats the 411 on her?
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I was just trying to think of some random, but vaguely fitting name for the Preatorian version of Moonfire (The Striga TF contact). Since it's sort of an up is down dimension I just thought it would be fitting for her to be called Sunice. You know, just the total oppiste of her name. She doesn't exist, I was jsut messing around.
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Not true at all... all of the Praetorean counterparts have the exact same power sets, but most of their names are different. The only name that I have noticed that stays the same is Infernal. What's up with that?