AOEAR is actually a pretty good idea. It allows for another layer of depth in build design. It can be used to further customize the build the player wants and make for more complex gameplay. It’s a unique idea too, which is always welcome, especially in MMOs.
There are some changes that should be made to improve the system though. AOEAR should calculate the hitbox first, then deal damage. Currently whatever is hit first is targeted, and if enemies are hit at the same time, the higher AOEDR are prioritized. I can’t tell you how many times I’ve used a crucial debuff like Spear Lunge, only to have it wasted on the surrounding enemies while I was in range of the boss. This isn’t a problem with attacks like Spear Throw, or Frost Cloud, but other attacks are affected.
IMC noticed the next problem, and is making moves to address it, but it likely won’t be enough, especially since some classes and skills were left out, so I hope they continue with the changes. What I’m referring to, is the hitbox increases. Just given the size of the map, the spread of enemies, mob density, and near universal slow, unmovable animations, hitboxes just aren’t large enough. I’d really want to see further hitbox size increase for most classes and skills, this is very related to AOEAR, because if your skill doesn’t hit enough enemies, then AOEAR is negated.