Remove aoe cap

Nobody wants this, nobody asked for this .
Personally i think you will remove it eventually. (Just like you did with conduit energy) I just wonder how long it will take for you guys to finally realize, year or two? :slight_smile:

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You’re 1700. How is AoE cap even relevant for you?

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Right, because high end mythic is the only part of the game that is affected by it…

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Try to use brain first please, thanks.

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And what exactly is affected by it? Arenas? Raids? I’m curious.

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Open world content, old dungeons, old raids, Worlds Quests, Mythic+, should i continue? Again mate try to use your brain first.

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Cries with 3-target cap of chain lightning

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This ^

Whats with people on the forums thinking that only mythic raiders and people with 2400+ pvp rating are allowed to give suggestions?

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So you want AoE cap removed, because you want to do world quests? Or that it’s too difficult to use 2 whirlwinds instead of 1 to kill old raid trash? Sorry, but I really don’t see a point in this.

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Then dont comment? its that simple.

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Everyone is allowed to have suggestions. But “remove this cuz noone asked for it” is not a suggestion. How about he explains why it’s so bad and we can have a discussion about it. Let’s be real, the AoE cap is in 99% of cases only relevant in M+. So far, the best spec in the game for pushing is target capped. So where exactly is the problem?

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And i never said its difficult for me to use whirlwind to kill some targets, your question was what is affected by AoE cap and i gave u the answers :slight_smile:

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No, it’s relevant in any situation where you can fight more than 3 targets. AKA actually closer to 99% of all content in the game.
M+ however was the only area of the game where it was a problem since it was “exploited” by practically every major tactic.
Instead of adding it to mythic dungeons only however, they pushed it onto all areas of the game where it reduces effectiveness of aoe in general which is a big downer for aoe focused specs (cries in DH), slow down combat and practically destroyed the high risk high reward playstyle of pulling as much as you can handle.
This change alone shelved my DH character.

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First of all, I’ve put the official comment on the AOE cap in the quotes below. You can also hear Ion’s commentary on this on the following link:

https://www.youtube.com/watch?v=bp044blwDsQ

In short, they want to remove degenerate universal gameplay of stacking huge number of adds in one spot and bursting them down. You can see the other angle to this approach in them adding mobs like Squad Leader in dungeon packs.

Ion has also said in an interview that they wanted to create AOE niches for classes and that they made a mistake in earlier expansion cycles by destroying this separation. And that this made the situation of having the meta = the most bursty AOE class (as everyone was uncapped).

"We’ve definitely heard a lot of feedback from players that bursting down larger and larger pulls has become an overly dominant tactic in much of the game. This is particularly evident in questing and dungeons, which has made it difficult for many classes to find a clear role.

While there are a number of variables contributing to this trend, high burst area of effect (AOE) damage against an unlimited number of targets has made it increasingly possible for players to take down large groups of enemies without the players ever facing a proportionate level of danger. In Shadowlands, we’re looking at changes that would broaden the field of tactical options, and in the process, more clearly differentiate the strengths of classes in a variety of AOE situations.

For example, we’d like to see Outlaw Rogues or Fury Warriors excel in situations with 4 to 5 targets in close proximity to each other, while ranged casters like Frost Mages or Affliction Warlocks perform better in sustained damage against groups of 5 or more targets. To accomplish this, we need to revisit the maximum number of targets that many abilities can hit (also known as the ability’s “target cap”), and adjust them accordingly. In situations where a target cap doesn’t make sense, we’re adding a new kind of damage falloff that causes the damage done to each target to be reduced gradually as the number of targets increases.

Most players who are used to fighting 3 to 5 enemies at a time will notice very little difference with this approach. On the other hand, players who are accustomed to pulling 10-20 enemies at a time will experience longer, more threatening engagements. Sustained AOE damage may become an equally viable option in that situation, but both approaches will put significantly more pressure on the group to survive."

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I did.

Try it first.

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I might be a little bit weird I know, but isn’t “pull as much as you can into a gigantic pile and hope you can kill more of them before they kill you” like the fun part?

Kill a few blokes safely with 0 risk and then move on to the next few blokes like on a conveyor belt is a total snoozefest in my opinion.

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Most DH abilities are soft capped at 20 targets, with Fel Barrage at 8 and Blade Dance at 5. Please tell me where exactly you have slowed down combat and affected situations with more than 3 targets.

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Yeah they made the change because of M+ sweaties and them trying to make M+ into an esport. So, for the 99% they should remove the aoe cap to what they added an AOE cap to.

If they REALLY want to keep it for M+ competitions, add cap for M+ competitions or for keys over a certain number like 16-20 or something.

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Blizzard’s position is that piling them up and bursting down makes it less risky compared to doing pack by pack.

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lol dood, aoe cap is important for everyones experience even in lfd and tmog farming.

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