In this post I will be specifically talking about the implications of the 9 person cap for AOE abilities to the state of PvE in the game. I chose to make it an individual topic instead of a comment under the patchnotes since the reasoning behind the change seems to be purely PvP driven. Although the 9-man-cap could end up being just a short test, never to be seen again, I am still making this post in case it ends up being a feature.
How does the 9-man-cap affect the PvE scene?
Mainly in 3 ways:
- AOE attacks now can hit up to 9 targets, making swarms/large groups harder to deal with depending on their size
- AOE CC can also hit up to 9 targets. This makes CCing all mobs at the same time harder.
- Challenge now affects only the 9 nearest targets hit, making tanks' job at aggro harder in certain situations
- GB - Arathremia: Tank will not be able to hold the aggro of all mobs properly during waves.
- GB - Wight Lord Solithex: Pillar phase now should be an even harder dps race, since they tank won't be able to reasonably aggro all the zombies that spawn after a certain point.
- HV - Spellbiter: Will the tank be able to aggro most of the sprites? Will the dps be able to kill them faster than they spawn? Who knows.
- HV - Kurnous: Second Gate phase might be manageable at first, but when not being able to CC/aggro and burst down all mobs from the larger waves people might starting dying
- BS - Chorek the Unstoppable: Will the tank be able to aggro all the sprites? I can't remember the exact number but that could be an issue, especially with someone in jail
Besides those existing issues, a lot more could arise in future Dungeons (Tunnels, BE, LV, ToVL) and even more so in the upcoming ch.22 hard PQs, where the content is designed around 24 people.
The main takeaway for me is that the 9-man-cap's impact should also be examined in terms of PvE and, if it is to stay, then some changes must be applied to existing PvE content and some design changes must be made for upcoming PvE content.
Thanks for reading.