What career did you play with?
BW + Chop + Engi
Is the change good as it is?
Good but still need fine tuning imho.
Is the change good but too far (as in lower cap to another value but between 9 and 24)?
Yeah I think testing 24 was a good number. Most aoe is limmited by 20feet or 30feet radius.
Is the change good but some abilities needs to be specifically capped (if so what ones?)?
So after the 24aoe cap test was first implimented players were screaming and complaining about this change promoted zerging, but in reality it was the 2x event effect as we often see it. Everyone gets RP-horny and people dismount for anything
The 2x event is long over, and instead we are seeing almost all of the warband guilds during EU primetime on both realms, moving towards a more "lets run by ourselves and see what we can do" approach. So the arguement of this change promotes zerging is out the window, because pug zergs will be formed regardles of what the aoe cap is, as long as there is ramming to be done and zones to be flippin.
The 24aoe cap currently does have some flaws though, I made my list and the guy before and after me will probably have different views depending on playstyle. However from a premade warband point of view this change and it remaining "unpolished" it turned the min/max warband meta into a cheese-meta. Destro running 8morale drain marauders preventing Order from reaching anything higher than M1, and now Order responding with full slayer lineup. Sure it mixes things up, but when the meta just becomes "lets find ways to prevent our enemy from playing" something probably should change.
Funnels and forts are a mess, not only the 24cap but also no restriction on how many can enter now. thats a bigger puzzle but ofc any chokepoints will be an issue with unlimmited players surpassing unhealable critical mass, no matter the aoe cap.
Morale abilities with both CC and Damage attacted to them should probably get the "Swordmaster wings of heaven treatment" its a perfectly fine utility morale without any damage, and it still sees play.
I know and understand how a morale overhaul is already in the works, but the situation right now could really do with some finetuning, atleast:
- Disable Ruin and Destruction BWm2 + Shatter sorc m2(why do they even have this lol)
- Knight no Escape will only do the root same as sorc mastery m4 Paralyzing Nightmares, Blackorc Deafening Blow m3 will only silence and not deal instant aoe damage on top.
- Solarflare is either removed or drains 1200 morale and deals no damage.
Morale drain normale abilities have 9aoe cap, denying a full warband from building higher than M1 in a 20min fight just seems out of this world
Healing in a 2-2-2 setting is just fine. pugging is rough I assume though.
Tanks still have their largescale identity, they will not directly soak a targetcap and therefore not provide safety in numbers as before (counter zerging improvement!) but with 24aoe cap on challenges, Hold the line and chosen + knight auras they still provide more than enough of a frontline feeling. Plus being able to cast Distracting Bellow from 100 feet on 24players is really really strong now.