Re: Changelog 25/11/16
Posted: Mon Nov 28, 2016 2:02 pm
R.I.P. magus/engy it was a fun few weeks
50% aoe damage nerf on an AoE class sorta joking but not really lol

Well, as a mostly ranged AOE class that is not reliant on cleave attacks, it seems to me that you are less likely to hit friendly targets and thus actually may benefit from these potential changes.Akalukz wrote:R.I.P. magus/engy it was a fun few weeks50% aoe damage nerf on an AoE class sorta joking but not really lol
Marsares wrote:Well, as a mostly ranged AOE class that is not reliant on cleave attacks, it seems to me that you are less likely to hit friendly targets and thus actually may benefit from these potential changes.Akalukz wrote:R.I.P. magus/engy it was a fun few weeks50% aoe damage nerf on an AoE class sorta joking but not really lol
But hey, I guess people just want to read "50% AOE damage reduction" and then go "Oh-my-f&cking-god-nerd-rage-throw-prams-out-of-my-cot" rather than read, discuss and argue about how it should be in their eyes, after they understand the changes fully - which nobody yet does.
AAO/10 doesn't do anything to break up the zerg though.roadkillrobin wrote:The problem goes much much deeper then just HTL. The whole tank mechanic in general is completly digarded with the purposed changes. The whole point of being a tank is that you want to be on the frontline and soak damage that would otherwise hit your group. The thing AoR did dfifrently is that they added a dmg mitigration role to the tanks aswell. Something previusly done with support classes in MMO's This is due to the nature of PVP were you can't controll aggro. This change will completly ignore the tank aspecs of tanks and completly focus on dmg mitigration. It will be better to just use your Challange Shout and then run as far away as you can while still being in guard range so challange won't be broken as you can no longer soak damage from AoE caps aswell as you nerf your groups outgoin dmg by being on the frontline. Seriusly.....AAO/10 = aditionall targets hit by AoE will solve this and you don't need to reinnvent the tank mechanic from scratch.
It gives smaller groups a massive tool to combat larger groups.Marsares wrote:AAO/10 doesn't do anything to break up the zerg though.roadkillrobin wrote:The problem goes much much deeper then just HTL. The whole tank mechanic in general is completly digarded with the purposed changes. The whole point of being a tank is that you want to be on the frontline and soak damage that would otherwise hit your group. The thing AoR did dfifrently is that they added a dmg mitigration role to the tanks aswell. Something previusly done with support classes in MMO's This is due to the nature of PVP were you can't controll aggro. This change will completly ignore the tank aspecs of tanks and completly focus on dmg mitigration. It will be better to just use your Challange Shout and then run as far away as you can while still being in guard range so challange won't be broken as you can no longer soak damage from AoE caps aswell as you nerf your groups outgoin dmg by being on the frontline. Seriusly.....AAO/10 = aditionall targets hit by AoE will solve this and you don't need to reinnvent the tank mechanic from scratch.
Did I say you only have ranged AOE? No. But again, you choose to read whatever you want to read and then QQ about it.Akalukz wrote:Marsares wrote:Well, as a mostly ranged AOE class that is not reliant on cleave attacks, it seems to me that you are less likely to hit friendly targets and thus actually may benefit from these potential changes.Akalukz wrote:R.I.P. magus/engy it was a fun few weeks50% aoe damage nerf on an AoE class sorta joking but not really lol
But hey, I guess people just want to read "50% AOE damage reduction" and then go "Oh-my-f&cking-god-nerd-rage-throw-prams-out-of-my-cot" rather than read, discuss and argue about how it should be in their eyes, after they understand the changes fully - which nobody yet does.
I forgot magus only has ranged AoE ... no pbaoe at all, no design whatsoever for close quarters aoe combat.
True me lad. But this -50% AoE is targetted on BW/Sorc and Choppa/Slayer. Engie/Magus are the innocent civilian casualties.Akalukz wrote:R.I.P. magus/engy it was a fun few weeks50% aoe damage nerf on an AoE class sorta joking but not really lol
The zerg is mostly pugs, and most pugs are ST spec anyways as AOE requires more reliance on a decent group composition, guards and reliable healers. With ST at least most PUGs can pick off some targets and get their RR. Therefore, I can't see how it'll change much.roadkillrobin wrote:It gives smaller groups a massive tool to combat larger groups.Marsares wrote:AAO/10 doesn't do anything to break up the zerg though.roadkillrobin wrote:The problem goes much much deeper then just HTL. The whole tank mechanic in general is completly digarded with the purposed changes. The whole point of being a tank is that you want to be on the frontline and soak damage that would otherwise hit your group. The thing AoR did dfifrently is that they added a dmg mitigration role to the tanks aswell. Something previusly done with support classes in MMO's This is due to the nature of PVP were you can't controll aggro. This change will completly ignore the tank aspecs of tanks and completly focus on dmg mitigration. It will be better to just use your Challange Shout and then run as far away as you can while still being in guard range so challange won't be broken as you can no longer soak damage from AoE caps aswell as you nerf your groups outgoin dmg by being on the frontline. Seriusly.....AAO/10 = aditionall targets hit by AoE will solve this and you don't need to reinnvent the tank mechanic from scratch.
The purposed changes won't be breaking up zerg either it will just make the zerg run with ST specs instead.
Talking about the organized zerg. the PuG zerg is easily countered in the game allready. The organized zerg gonna split up and attack a bombing warband from all flanks, taking out their healers in 2 seconds and then it's over.Marsares wrote:The zerg is mostly pugs, and most pugs are ST spec anyways as AOE requires more reliance on a decent group composition, guards and reliable healers. With ST at least most PUGs can pick off some targets and get their RR. Therefore, I can't see how it'll change much.roadkillrobin wrote:It gives smaller groups a massive tool to combat larger groups.Marsares wrote:
AAO/10 doesn't do anything to break up the zerg though.
The purposed changes won't be breaking up zerg either it will just make the zerg run with ST specs instead.