May 11, 2006, 05:31 PM // 17:31
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#1
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Jungle Guide
Join Date: Sep 2005
Guild: Nova Alliance
Profession: Me/
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An AoE fix
The problem right now with AoE's is that you not only dont hit much of the group due to the scattering, but you dont even hit your original target that much either. Its kind of screwy, really.
My suggestion, which probably will seem strange, is to have AoE spells (like Fire Storm and such) follow the target they were originally casted on. So that while the other members of a party can scatter, the one that it was casted on will have the damage follow him.
In PVP, the target be smart enough to run away from his team mates.
In PVE this helps because the AI is stupid enough to keep grouping up with his allies.
And while the full effect will still not hit a big group, AoE spells will atleast be doing their full damage on atleast one target.
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May 11, 2006, 05:50 PM // 17:50
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#2
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Desert Nomad
Join Date: May 2005
Location: Belgium
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oh my homing meteor shower... poor poor monks getting echo homing meteor showered to damn nation
nah as much as i'd like to see AoE's more powerfull this is too much
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May 11, 2006, 05:54 PM // 17:54
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#3
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Academy Page
Join Date: Dec 2005
Location: England
Guild: Archangels Revenence
Profession: E/R
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if you want to pep up eles or share ideas about how to get eles back up there with the big boys, come here.
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May 11, 2006, 06:36 PM // 18:36
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#4
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Banned
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Tongloid Tarthwood
oh please, get lost... your ideas suck anyway. Better read what people posted in reply.
Arcanis the Omnipotent
/not signed
We need a fix, not a revert to pre nerf state.
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May 11, 2006, 06:46 PM // 18:46
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#5
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Forge Runner
Join Date: Apr 2006
Guild: [HiDE]
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"Lets make it so that targets have no way to escape AoE spells like Firestorm and Meteorshower"
/notsigned
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May 11, 2006, 06:54 PM // 18:54
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#6
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Desert Nomad
Join Date: Nov 2005
Profession: N/
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AoE only works on henchies, any good ele does not use them. Me personally, I use ligntining touch, it is has the same effect and does not activate the AoE scatter.
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May 11, 2006, 07:39 PM // 19:39
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#7
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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No - what we need is some sense in it. Why flee an AoE effect doing 2 damage a hit?
Have a morale check, done individually, for any enemy. When they take damage it makes it a harder check, and if they take damage repeatedly they have a flight risk, varying according to the species. AoE would trigger it at double normal rate for example, but a warrior type in a firestorm may well tank it, while a caster type might flee. If it were based on the rate of damage it would make sense - after all - they stand beside a guy frenzying with an illusionary weapon for a heck of a lot more damage anyway - fleeing makes sense there too!. AI with kiting behaviour, fleeing damagers exceeding certain rates of DPS with increasing odds of flight makes sense.
Quote:
Originally Posted by Tongloid Tarthwood
if you want to pep up eles or share ideas about how to get eles back up there with the big boys, come here.
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Lol, because your ideas made any sense... infinite energy! better armour! same DPS as warriors with their wand! ROFL...
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May 11, 2006, 07:44 PM // 19:44
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#8
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Lion's Arch Merchant
Join Date: Jul 2005
Profession: R/Mo
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You do realize that in a lot of places (esp PvP) AoE's are actualy used to gain locational advantage over the opponent. People woudnt bother to move if it followed them.
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May 11, 2006, 07:59 PM // 19:59
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#9
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Desert Nomad
Join Date: Mar 2005
Location: USA
Guild: Xen of Sigils [XoO]
Profession: W/
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I would sign this if AoE could hit allies and enemies in the area it was cast on. (Cast firestorm on me and Im start enough to run to you)
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May 11, 2006, 08:30 PM // 20:30
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#10
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Forge Runner
Join Date: Feb 2006
Location: UK
Guild: Duality Of The Dragon
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When people abuse a feature it gets nurfed. Same as AoE people abused it to farm. ANet pulled out the nerf cannon on it.
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May 11, 2006, 08:39 PM // 20:39
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#11
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Forge Runner
Join Date: Feb 2006
Location: UK
Guild: Duality Of The Dragon
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Quote:
Originally Posted by Ira Blinks
oh please, get lost... your ideas suck anyway. Better read what people posted in reply.
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Please refrain from insulting others with such pitiful attempts to troll an online forum.
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May 11, 2006, 08:46 PM // 20:46
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#12
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Wilds Pathfinder
Join Date: Mar 2006
Location: London
Guild: Diary of a Madman [SiKK]
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So make them glass cannons, properly. Have lower armour but just make them lucifer's evil twin >.>
Atm, ele's play a differing role to "NUKE EVERYTHING". They are support classes, wards and area denial. They can hold their own against warriors, Blinding flash, Enervating charge and now I will slowly poke you to death with this toothpick.
I am keeping from delving into secondary professions. The reason ele spells are expensive is so that other professions cant use them, in the same way.
As for AoE following you around..... oh dear god! 5 Meteors.... will put you out of the game for long enough to either kill you or enough time to kill your team member. I mean just think about what that can mean?!
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May 11, 2006, 08:53 PM // 20:53
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#13
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Lion's Arch Merchant
Join Date: Mar 2006
Location: At DigiPen.
Guild: Biscuit of Dewm [MEEP]
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Quote:
Originally Posted by NinjaKai
When people abuse a feature it gets nurfed. Same as AoE people abused it to farm. ANet pulled out the nerf cannon on it.
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AoE spells weren't nerfed, the AI was improved. The result is that the already poor damage of DoT AoEs was no longer hitting each time (which would allow it to accumulate to high damage levels).
As to AoE DoT spells following targets...um, no. They need to be revamped in different ways. The fire line is particularly poor atm, because of the vast number of AoE DoT spells, not to mention the armor many enemies have against fire is high enough to reduce the damage to weak levels. As someone stated, Echoed meteor showers...on a monk...that'd be death. Also, remember that any spell goes both ways: if you can use it, so can your enemy.
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May 11, 2006, 08:53 PM // 20:53
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#14
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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So in DnD could these powerful mages at high levels group together and basically kill everything? This is GW not DnD. If DnD was an online game with PvP battles that are suppose to be balanced, i really doubt that would be true.
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May 11, 2006, 09:03 PM // 21:03
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#15
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Banned
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Quote:
Originally Posted by NinjaKai
Please refrain from insulting others with such pitiful attempts to troll an online forum.
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I have another idea. How about you and Tongloid just leave to his thread, he advertises in every post i saw from him, and post "give me another rager" crap there?
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May 11, 2006, 09:11 PM // 21:11
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#16
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Jungle Guide
Join Date: Sep 2005
Guild: Nova Alliance
Profession: Me/
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my suggestions should never be taken with complete seriousness. Most of them when I post one its just brainstorming, hoping someone else will come up with other ideas.
One idea I've heard before is increasing the range of all AoE's. This is good in theory, but with the scatter nerf still in place, all it will do is just scatter them further and fustrate tanks even more.
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May 11, 2006, 11:55 PM // 23:55
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#17
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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I think that some new Group DoT "Hexes" would be a good addition, but changing all current DoT spells to follow a target would be a bit overdone, Maelstorm and Meteor Shower arn't ment to keep enemies beat, if they followed the target then it would be too powerful.
I realy think that DoT spells should either last longer, or be able to recast regularly. If DoT increases in power, than it will do too much damage, if they increase the duration, then it will likely cost more. My personal favorite fix is to make it recastable at reasonable intervals, 30 seconds is way to long for FireStorm, and the cost of most of these spells doesn't need to include high recast to be balanced, Elementist is putting down in Energy Storage and an Element to cast these.
The other thing that I would realy like to see added is being able to cast target DoT spells on yourself and allies, almost all DoT spells take 2 or 3 seconds to cast, allowing the enemy to move out of the location to a place where the effect isn't effective. These things are easy to interrupt, and easy to flee, it would greatly improve if you could cast them on yourself, or a teammate, providing the effect of an Offensive Ward rather than an inaccurate offense.
Another thing that would improve AoE spells for the elementist is higher damage and wider area on self cast spells, an elementist is not naturally an effective close quarter fighter, if he is being attacked point blank or advancing into melee combat range, his spells should do at least 50% more damage compared to spells of simular cost which can be cast at range. Lava Font is a primary example, Adjacent damage which has a long cast time and only hits 5 times at the same damage as firestorm is rather pathetic, the AoE needs to be Wide, or the Damage needs to be double, or it should cause burning when it finishes. Range is a luxury which should be compensated for, expecially on elementist.
It is sad that Monk has Balthazars Spirit, which is attached to a teammate, wile Elementist has nothing of the sort, to even cast on himself. A Fire Armor Enchantment which does DoT for a long period of time on adjacent foes to himself would be a great addition. An Elite Hex which does Lightning damage on a single target every second for 10 seconds would be a great addition, And the majority of DoT spells should be castable on teammates as well as enemies, except Meteor Shower.... for natural reasons.
DoT spells lose effectiveness because they can't be use repeatatively and they can be avoided, if there are more tactical ways to place you DoT spells, and they are functionally reuseable, than they wouldn't pale so badly in comparison with most other classes attack skills, which are typically reuseable much more often than DoTs. They don't have to go an fix every weak DoT skill, but they can replace them with ones that work.
I have one more interesting idea, but I'm saving it for another time.
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May 12, 2006, 01:45 AM // 01:45
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#18
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Krytan Explorer
Join Date: Mar 2006
Guild: P4n드4k트 F0rm4710n
Profession: W/
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We should be able to decide where we want the AoE spells to land ... not just on enemies. It would work like this:
1 - Click on Meteor Shower.
2 - A circle appears on the ground following your mouse indicating the range of the AoE spell you are about to cast
3 - You then either click on the ground where you want the AoE to be cast or you hit the skill number again with the keyboard.
This wouldn't make AoE spells more powerful, but it would atleast allow us to effectively use them to control a desired area of the battefield.
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May 12, 2006, 01:46 AM // 01:46
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#19
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Forge Runner
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Quote:
Originally Posted by Shendaar
We should be able to decide where we want the AoE spells to land ... not just on enemies. It would work like this:
1 - Click on Meteor Shower.
2 - A circle appears on the ground following your mouse indicating the range of the AoE spell you are about to cast
3 - You then either click on the ground where you want the AoE to be cast or you hit the skill number again with the keyboard.
This wouldn't make AoE spells more powerful, but it would atleast allow us to effectively use them to controla desired area of the battefield.
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i like that idea
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May 12, 2006, 02:25 AM // 02:25
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#20
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Banned
Join Date: Dec 2005
Guild: Il Power Overwhelming Il [HaX]
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fire storm spike in 3, 2....
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