Classes/Specs/Scale: Brightwizard aoe in 2fg roaming + 24v24 guild vs guild + alliance vs alliance scale.
Meatball 2fg vs pug. Healing WP in pug vs pug. Healing Zealot in pug vs pug. Engineer in pug vs pug. Invader choppa 2fg vs pugs.
I started playing my healing classes to see for myself how the healing would keep up with a limmitation of healing mainly one group where as aoe damage would be able to affect more than a group.
I dont personally think its too bad in a 2-2-2 group setting, as I assume we are still kinda trying to balance towards, right?
A few abilities does seem to either enter and be worth while now where as they were not before. Like Matyrs Blessing Aoe healing for EVERYone within X feet of you. Smite being able to basicly fill your Entire RF bar for endless groupheal spam limmiting your healing output to clobalcooldowns.
As for the aoe damage dealing classes, I am still mainly of the idea that if you can manage to hit 24people within your 20 or 30 standard aoewidth. Then you deserve to hit all of them because collision is a natural "target cap" in a sence.
My own counterarguement to that stand, however, is when abilities can debuff or CC and you can have one person controling a full warband. I think that is too potent, and might need downscaling or finetunining.
Abilities im thinking off here are the following:
Magus+Engineer Landmines with not only the longest range CC but also the longest duration.
Mara aoe drain on their monstro abilities is probably too strong as long as we have morales with unmittigateable damage.
Solar flare is still just on a 9cap, but its time to admit this ability is anti fun and shoundnt be in for either realm.
Zealots Winds of insanity can stop a full M4 funnel push, as one player. Atleast give the last tick of the push a knockback immunity so several zealots cant chain it and potentially a 6man zealot-only troll team can defend a keep by punting order attacks out
And thats about it. I think if instant AoE(!) morale damage abilities were all turned off, then tanks and healers who would provide mitigation for their groups could battle the stronger incoming damage from a 24aoe cap and it would, maybe, battle out the effect of more aoe presure from standard abilities. Challenges are still warbande wide, but with instant damaging aoe morales out of the picture maybe 1entrance funnels are more about building strong pushing vangaurd groups, and not so much about how much critical mass is stacked on the defenders.
Healing is fine, aoe is fine with the limmitation of 20-30feet, utility and cc is a liiiitle too potentent, and if the devs are up for it, try to disable all aoe morale instant damage for a test to see how funnels play out then.