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Aura Cap

chaosdrgnz43chaosdrgnz43 Posts: 1,674 Arc User
I'm still comfused on why ALL auras were limited to affect 20 players. I know it was done to "fix" the problem with AoRP. However, the cap limits the teams' overall efficiency.

For example,
During Dino fight, Supports tend to come closer to tanks so their auras reach them. Unfortunately, that means taking a spot at melee dps pile which is usually cramped.Sometimes players will get unintentionally "pushed" to Dino's attack range(e.g. Tailswipe, Hungering Maw, Breath atk).

Can't the aura cap be higher than 20? Better yet, is there a permanent solution to stacked AoRP so it doesn't disable Blocking? If that problem can be fixed, there won't be a reason for an aura cap.
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Comments

  • kaiserin#0958 kaiserin Posts: 3,196 Cryptic Developer
    Balance (auras are insanely potent) and performance. Having an aura that applies its effect frequently (all support auras do and have to) to a large number of entities affects game performance and can cause some bad lag.

    To be honest? 20 is still way too high, both for balance and performance. It should be 5~10. It was placed at 20 to account for pets. However, there may be some changes coming up in the future that lower the amount of players these auras can affect per person but allow a few extra slots for personal pets.​​
  • avianosavianos Posts: 6,178 Arc User
    ...WOW...​​
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  • roughbearmattachroughbearmattach Posts: 4,784 Arc User
    kaizerin said:


    To be honest? 20 is still way too high, both for balance and performance. It should be 5~10. It was placed at 20 to account for pets. However, there may be some changes coming up in the future that lower the amount of players these auras can affect per person but allow a few extra slots for personal pets.​​

    Auras were designed with teams of 5 in mind, since that was the max size of a team when the game was created. Makes sense to me.

    That being said, lowering auras down to 10 allies would certainly cause a hullabaloo. It would certainly be an increase in difficulty to Cosmics (and event bosses).
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  • avianosavianos Posts: 6,178 Arc User
    edited June 2017
    Since my last commend got deleted so sneakily

    What the point of giving pets aura spots when pets are complety useless in ENDGAME?
    This will definatly won't become more popular in cosmic battles​​
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
  • aiqaaiqa Posts: 2,620 Arc User
    edited June 2017
    Well if auras are nerfed to a 5 or 10 players cap, at least we have another good reason to expect some changes to Eidolon. And all other cosmics that were balanced around the current aura caps.
  • chaosdrgnz43chaosdrgnz43 Posts: 1,674 Arc User
    kaizerin said:

    Balance (auras are insanely potent) and performance. Having an aura that applies its effect frequently (all support auras do and have to) to a large number of entities affects game performance and can cause some bad lag.



    To be honest? 20 is still way too high, both for balance and performance. It should be 5~10. It was placed at 20 to account for pets. However, there may be some changes coming up in the future that lower the amount of players these auras can affect per person but allow a few extra slots for personal pets.​​

    Limiting aura cap more? Not sure how that will appeal to players wanting to play as support. Honestly not feeling motivated to play as support after reading that. Also, since the cap accounts pets, does that mean pets(pet AI) are scheduled to change/improve in the future?
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  • avianosavianos Posts: 6,178 Arc User
    Currentlly the 20-men cap is pretty tame and doesn't seem to affect the game performance in ANY WAY, and it's been what over a year now since the change?

    I'm sorry but this is just horrible news, limiting the target cap to 5-10 players will just ruin the support role in Endgame

    not to mention the current strategy of Eidolon, when this mess happens​​
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  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    Support is supposed to be you show up and do active things to help your team, not you show up and make the team awesome by just standing there. However, I wouldn't want to see a low cap on aura targets unless it's joined by a way to control who the aura hits (the obvious way of doing this would for it to only hit people in your subgroup).
  • darqaura2darqaura2 Posts: 932 Arc User

    Support is supposed to be you show up and do active things to help your team, not you show up and make the team awesome by just standing there. However, I wouldn't want to see a low cap on aura targets unless it's joined by a way to control who the aura hits (the obvious way of doing this would for it to only hit people in your subgroup).

    I'd add that unless they intend to make pets viable in endgame I don't see the point of such a change.
  • avianosavianos Posts: 6,178 Arc User
    Support is supposed to be you show up and do active things to help your team, not you show up and make the team awesome by just standing there. However, I wouldn't want to see a low cap on aura targets unless it's joined by a way to control who the aura hits (the obvious way of doing this would for it to only hit people in your subgroup).
    That goes without saying that support needs to be active

    but how many BUFFS do we have that they are not auras?
    If you want to buff teamates you need auras, so its both passive and active support​​
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  • chaosdrgnz43chaosdrgnz43 Posts: 1,674 Arc User

    Support is supposed to be you show up and do active things to help your team, not you show up and make the team awesome by just standing there. However, I wouldn't want to see a low cap on aura targets unless it's joined by a way to control who the aura hits (the obvious way of doing this would for it to only hit people in your subgroup).

    What kind of support just stands there doing nothing but block? Pretty sure when people make a support, they plan on either debuffing/buffing/ and/or healing.

    Regarding the lower cap, I can't shake the idea that this will unintentionally cause discrimination. Supports will prioritize teaming up with veterans while beginners will be left auraless.
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  • darekliftardarekliftar Posts: 19 Arc User
    Seems a strange way to go about it. Why not limit it to the closest 5 heroes and all personal pets?
  • stergasterga Posts: 2,353 Arc User
    Support is supposed to be you show up and do active things to help your team, not you show up and make the team awesome by just standing there.

    You become the pillar that makes your team awesome. Pillars may stand there, but they're still important. Just taking an aura is at the expense of other things your toon could be doing. Most people are going to do other things anyway just because permablocking is boring and probably not enough to actually get anything from the winner's circle.
    Regarding the lower cap, I can't shake the idea that this will unintentionally cause discrimination. Supports will prioritize teaming up with veterans while beginners will be left auraless.

    That's how it worked before TeamUp existed. If you were support and not an idiot, people would scoop you up into a team as soon as you showed up. Not good for the community though. We already have "vet" players gettin' all smug and smarmy when speaking about "lesser" folks. So, it'll just be more of that. Especially for Cosmics if people are dying more.​​
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  • riveroceanriverocean Posts: 1,690 Arc User
    edited July 2017


    What kind of support just stands there doing nothing but block? Pretty sure when people make a support, they plan on either debuffing/buffing/ and/or healing.

    Regarding the lower cap, I can't shake the idea that this will unintentionally cause discrimination. Supports will prioritize teaming up with veterans while beginners will be left auraless.

    This games has zero significant active buffs. I'll say it again - zero. When compared to my Empath in the "game that shall not be named". Who could buff up tanks and then had to constantly re-apply buffs- while also healing herself and staying alive.

    Unlike CO, which has poor AOE healing and buffs outside of the support Aura's. If support Aura's are going to be nerfed, then we need more active support powers in exchange. Because as designed..the most powerful buffs are those that require you simply "stand there". Even Protection Shield and Bionic Shielding are weak buffs when compared to auras. Not mention poor ally targeting. Which makes applying what active heals/buffs there are, very difficult.

    Limiting auras, without fixing any of this doesn't help matters.
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  • deadman20deadman20 Posts: 1,529 Arc User
    riverocean wrote: »
    This games has zero significant active buffs. I'll say it again - zero. When compared to my Empath in the "game that shall not be named". Who could buff up tanks and then had to constantly re-apply buffs- while also healing herself and staying alive.

    Unlike CO, which has poor AOE healing and buffs outside of the support Aura's. If support Aura's are going to be nerfed, then we need more active support powers in exchange. Because as designed..the most powerful buffs are those that require you simply "stand there". Even Protection Shield and Bionic Shielding are weak buffs when compared to auras. Not mention poor ally targeting. Which makes applying what active heals/buffs there are, very difficult.

    Limiting auras, without fixing any of this doesn't help matters.

    I stand here.

    CO's support roles severely lack anything other than Passive Auras to buff their team. The only real supportive buff we have is, what, Redirected Force? And in using that during a Cosmic fight, you'll do what exactly? Stand there, not blocking, asking to die. That absolute %damage reduction doesn't do much good in such a fight if it isn't able to overcome something like Teleiosaurus's AoEs. What else do we have, Howl? A single stack of Furious, woo. Oh, and it applies Fear to enemies too? Eh, sounds more useful for Debuffing rather than Buffing.

    IDF is a rather great buffing form, but therein lies a huge tradeoff for using it. Any potential damage or healing strength you would get from literally any other form is gone, all for about a flat 90~130 damage absorption. That can make quite the difference in normal gameplay. In cosmic fights? Better off running something else by miles with the amount of damage they put out.

    The Sigils of Radiant Sanctuary suffer the same problems most powers which summon harmable entities do, being that they take up aura slots and don't last long enough to be worth the casting time. Oh, and Illumination? Another heal that makes already strong heals even stronger for a pretty short time. Dunno about you, but I'm kinda sick of the most valuable way of supporting simply being to heal more than the enemy can damage and standing around being a second passive for those that I fight alongside.

    I wouldn't mind if passives themselves had the amount of people they affect drop down. But for larger-scale endgame stuff like Cosmics, we need more powers which are used to buff allies in order to compensate for the loss, or for the fights to be adjusted due to the change, maybe both. These auras being so powerful make them a huge crutch, but they're also valuable cogs in the machine that make these fights possible in the first place. Can't simply take the cog and make it smaller, have to add more of them to fit the missing space to keep the machine running.​​
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