Alubert wrote: ↑Thu Mar 20, 2025 4:02 pm
Sorry, I admit my mistake.
aoe channel on construct: 314 (I read 502 dmg from dummy).
Still there are stronger hits and not in one but 24 opponents.
In the end this is mostly a problem about rates.
If the actual damage rate (after mitigations/avoidances) on a target is higher than their incoming heal rate, then they will eventually die.
AOE damage/pressure rates are in most cases lower than ST damage rates if examined on a target basis, but currently in orvr there is no need to care about ST damage in most cases:
The AOE damage rates are high enough that 8 x dps can in most cases overwhelm enemy targets through guard, challenge, avoidances, TOU/armor/resist mitigations, healing from the 2 party healers and crosshealing from the other 6, without having to use a single ST ability.
This is why Time To Kill (TTK) is very fast and why unless a warband has the gear and teamplay to mitigate the damage and the skill to avoid to it as best as possible (via positioning), fights mostly end after the use of channels.
The recent Healer changes are a step in the right direction (increase of heal rate across the board) but they mostly come with survivability decrease for the healers themselves. If it will be enough to make the fast last longer or if AOE criticalmass can still be reached easily remains to be seen.
In my opinion increasing healing output across the board is not an ideal solution, because it leads to a
rate escalation:
If the situation is such that the people can die with no heals in 3 seconds but they can also be brought back to full HP also in 3 seconds under no incoming damage, then that would be "balanced" regarding rates.
But then, all it would take is for the healers to blink for 1 second or for a well positioned CC to pretty much end a fight in under 5 seconds. For a healthier METAgame where people don't mindlessly W+channel their enemies to death and are instead incentivized to assist each other and ST them down, we would need a reduction in the overall damage rate (i.e. blanket dps nerfs). Probably coupled with healer output nerfs to deescalate the rate-creep.