Well the concept of aoe to be more viable than singletarget for warbanding, is that you stack more aoe pressure on an enemy warband so that the strength of funneling all 8 healers' singletarget heals, hots and absorbs into the same target will be spreadout and overcome the healingpersecond.CountTalabecland wrote: ↑Wed Apr 24, 2024 3:22 pm Fights are generally too short in Wb v. Wb. It just turns into spam AoE and hope your damage is better than theirs. Usually over in a few seconds.
I would propose adjusting AoE cap. Feels like more than 9 but less than 24 would have a sweetspot in there somewhere.
So for example if Order wb figths a destro warband in 2-2-2 setups;
8 damagedealers will stress and overcome the othersides 8 healers as groupheal have a party limmitation and aoedmg can hit all of the four groups so it will be 8dps against 2 healers per group and the aoe DPS will be stronger than 2healer's Healingpersecond (+available crossheals and prehots) This is what criticalmass is, and what determins if a warbands aoe punch can overcome the enemy healers. Added on top is ofcause tank mitigations such as guard, chellenge, Bellow etc so make it an armsrace where incomeing damage taken against healingpersecond is almost equal and little things such as crowdcontrol or debuffs, or singletarget pressure will flip the fight in either sides favor as there will be higher pressure focused to a singletarget or a party will have a healer crowdcontrole and that group will fall behind in HPS and kills & snowball effect can occure.
More or less thats the concept of Warband TTK and balance
Now if aoe ability scaling is touched, grouphealing, guard or other things then the TTK can increase or decrease naturally.
Other factors such as increasing aoe range, width, cooldowns will also impact.
And then AoE-cap in some situations. On the old RoR 9aoecap tanks could soak more of the aoe damage because of the collision in the game, so damagedealers were bodyblocked reaching better positions were they would hit some of the enemy tanks and they would soak some of the aoecap making it more safe to ball-up or run several people together as the incoming aoe damage would be spread out between more players/warbands. So aoe cap changing hardly did anything in terms of player behavior, there was also blobbing before it got increased to 24 from 9.
Could warband/zerg/orvr TTK get changed. Probably but it is such a fine line because of the many layers of impact between all archtypes, geardifferences, compositions and playstyles. One example of an indirect change to the meta would be that Slayers and Shattered limb was good against spamable classes, when the GCD was increased more of the warband burst came then from Channeled attackes and less spammy DPS. Leading to slayer getting pushed somewhat behind WL with it's aoe interupt and "ondemand" burst instead of a ramp-up from slayer.
To return to the initial comment, about fights being over too fast. That might simply be more of a gear,skill, composition & experience difference in some cases. There is a reacon city 24v24 meta started with 4aoe groups and because that led to no kills in evenly matched fights the meta followed Live-like meta from 4aoe groups to 3aoe1ST and later on some 2-2. But overall 4 aoe groups hardly just onepumps equal warbands without some serious advantages on gear, skill, flankadvantage or experience imo.