Post#128 » Tue Jan 31, 2017 11:04 pm
There are two major concerns i see with the AoE changes.
1st is the possibility of inciting a sort of animosity between premades and pugs that are trying to assist premade push/use premade as shield to work off. So a friendly pug wanders into radius of the aoe driving the dmg down. In that premade which may or may have not spent considerable effort to position themselves to avoid just that, get annoyed. I have seen and experienced something similar in GW2, where all that was needed to really screw you over in any sort of fight, was to have 1 pug killed by enemy [the blasted rally system in all its glory]. It lead organized group to straight up telling anyone not in guild to kindly "f*** off" or risk entire pool of down stated enemies to be back on their feet. it creates toxic and unpleasant atmosphere and hinders the promotion of teamwork inside of one realm.
2nd is the CQ aoe abillities on RDPS getting hit the hardest [abilities such as Annihilate or Disastrous Cascade]. You use them from the same position/range as mdps but you in some cases cannot move and in case of A/DC you have a 360 cone [you are also much much more squishier than mdps], making avoiding hitting at least some allies close to impossible. Now a MDPS can mitigate that by hitting more enemy targets [up to 48 now] than allies, a RDPS cannot effectively do the same due to still being capped at 9 targets [there needs to be only 4 friendly targets to start the dps decline, that cannot be avoided no matter how many enemies you hit - max 9 targets]. Now even with 45% dmg bonus [only possible if you run in solo w/o a guard] you wont be able to kill anything that has remotely decent aoe heals with only one RPDS, so you gonna have to field at least 2 RPDS + 2 Tanks on top of each other to create a pressure zone [still quite low pressure mind you], which means that at best you wont get any benefit whatsoever [3 friendly targets + hitting 9 enemies]. With only 4 you are quite attractive target for ST [which is not reduced so you can be killed off in few gcds], you add more to avoid presenting a huge target over yourself, you nerf the dmg and reduce the pressure.
The combat and the way most buffs work [aka party based] already give an advantage to the smaller organized force when it comes to zergbusting. With a proper set 24 man premade WB and a bit of terrain usage one could starve off 72 of disorganized to semi organized enemy forces [aka 3 times your own forces].
Last edited by
BreezeKicker on Tue Jan 31, 2017 11:29 pm, edited 2 times in total.
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