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Two WE/WH ideas to increase large scale effectiveness without changing solo much.

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Structured class balance suggestions belong in the Balance Proposal subforum. Class-related discussion in this section are considered as ongoing debates and ARE NOT reviewed for balance changes.
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teiloh
Posts: 691

Two WE/WH ideas to increase large scale effectiveness without changing solo much.

Post#1 » Fri Jan 01, 2021 4:14 pm

Two new abilities, usable in and out of stealth:

Smoke Bomb - 25 AP, ground target cloud with 65 range, 30 area. Reduces AOE damage taken by allies in the cloud by 15%. Lasts 10 seconds, 30 second cooldown.

This would provide some cover and defenses to your group/warband if you're taking heavy AOE damage. Would not be too useful in small scale, but several WE/WH could stagger and spread these around keeps to help their team. It would also be useful in Warband/Group PvE.


Charged (WH)/Venom (WE) Caltrops - 20 AP, scatters 9-16 (random) caltrops at feet in a 10 foot radius. When a target steps on one, it explodes, dealing 100-125 corporeal damage in a 10 foot area and snaring for 20 percent for 1 second. Lasts for 1 minute on the ground, 20 second cooldown.

Single targets can be more careful maneuvering around these, but this will deal a good amount of AOE damage to a cluster of people charging through a zone as each one gets hit by several detonations, and the snare would effectively last longer as staggered explosions keep clumps of enemies snared. Would be worthy of a GCD for damage in Warband RvR/PvE as well

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Eisboleas
Posts: 140

Re: Two WE/WH ideas to increase large scale effectiveness without changing solo much.

Post#2 » Fri Jan 01, 2021 4:35 pm

Nice idea !
"If you want to know who you are, you have to look at your real self and acknowledge what you see."

Darkenya [WE]

Sundowner
Posts: 468

Re: Two WE/WH ideas to increase large scale effectiveness without changing solo much.

Post#3 » Fri Jan 01, 2021 4:37 pm

better than aoe amor pen :D :D

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Sinisterror
Posts: 838

Re: Two WE/WH ideas to increase large scale effectiveness without changing solo much.

Post#4 » Fri Jan 01, 2021 4:39 pm

Very nice! add asap
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz

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Naelar
Posts: 296

Re: Two WE/WH ideas to increase large scale effectiveness without changing solo much.

Post#5 » Fri Jan 01, 2021 4:44 pm

Only WH should have this. Destro too OP.

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soldude
Posts: 76

Re: Two WE/WH ideas to increase large scale effectiveness without changing solo much.

Post#6 » Fri Jan 01, 2021 4:52 pm

Good ide!

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Ysaran
Posts: 1240

Re: Two WE/WH ideas to increase large scale effectiveness without changing solo much.

Post#7 » Fri Jan 01, 2021 4:59 pm

I like the idea, but maybe the CDs are a bit too short. At least for the 1st abilities...
Zputadenti

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teiloh
Posts: 691

Re: Two WE/WH ideas to increase large scale effectiveness without changing solo much.

Post#8 » Fri Jan 01, 2021 5:11 pm

Thanks! The specifics are just for brainstorm, and could be adjusted

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jughurta69
Posts: 113

Re: Two WE/WH ideas to increase large scale effectiveness without changing solo much.

Post#9 » Fri Jan 01, 2021 6:04 pm

I don't agree with this proposal AoE is the problem

What would be interesting is a city and Sc's debuff which decreases the number of targets hit to 6 in AoE

So all gameplay will be necessary, ST, Aoe, debuff etc ...and not just aoe spam

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teiloh
Posts: 691

Re: Two WE/WH ideas to increase large scale effectiveness without changing solo much.

Post#10 » Fri Jan 01, 2021 8:03 pm

That would cut AOE numbers by anywhere from 50-75%

I think in general uncapped AOE will render most single target specs non-viable for large scale RvR, but that's a broader problem

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