
In open RvR there will always be some friendlies caught and thus reducing the damage.
Also in Keep takes the attackers can not rely on a AOE spam with m3 or 4 anymore ....
did I miss anything? am I wrong in my assumptions?
Ehm Yes, deathballs, blobbing and zerg .... and gunlines.Azarael wrote:Damage is reduced by 15% per ally struck. Damage is increased by 15% per enemy struck above the 6th. Damage cannot fall below 20% of its original value unless other damage reductions are present.
Numbers may be subject to tweaking if required, but the intent here is to ensure that players working in diffuse groups have the advantage over deathballs, blobbing and zerg, and to put the power to make that happen in the hands of the melee classes.
drmordread wrote:I think the cap is 9 targets per AoE strike, so basically you are not talking that much upscale in damage except in situations like keep sieges where the defender is aoe spamming the attacker. Magus and Engi (Grenade spec) are gonna have a field day again
In open RvR there will always be some friendlies caught and thus reducing the damage.
Also in Keep takes the attackers can not rely on a AOE spam with m3 or 4 anymore ....
did I miss anything? am I wrong in my assumptions?
The following attacks ignore the target limit:
Slayer
Flurry, Wild Swing
Witch Hunter
Razor Strike (with tactic)
Swordmaster
Phoenix's Wing
White Lion
Slashing Blade
Black Orc
Da Big 'Un
Choppa
Lotsa Choppin, Wild Choppin
Marauder
Demolition
Blackguard
Monstrous Rending
Witch Elf
Slice (with tactic)
Sorry about that. If anything, you might have to form something more like fire teams rather than a static gunline, but if this actually works as I want it to and forces splitting on a tactical level, I'm sure you can understand that there won't be much choice but to keep it.Glorian wrote:Ehm Yes, deathballs, blobbing and zerg .... and gunlines.![]()
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Well need to see how that now works.
Standing on a Flame Turret and now hitting up to 12 friendlies also with a Rod who goes in every direction with an increased AoE Cap and Range is not so effective anymore.
Question:
What do you exactly mean with increased Target Cap on Frontal AoE?
Can we have a list, or is it the list on page 1?
As per notes, 9 target limit stays. Engineer and Magus are RDPS, and I'm not going to throw any bones to RDPS in RvR until I determine that the spec in question needs them.footpatrol2 wrote:What does this mean for the magus and engineer? How does this affect daemonic lash and Blunderbuss blast get affected.
If your running a magus/engineer your want to stack on top of those classes so for the additional group affects and easy guard swapping. I guess this is a nerf to blunderbuss blast and daemonic lash?
Aza...!Azarael
Fixed an issue causing players not to be considered within the RvR lake if returned there from a scenario.
Fixed a conversion error causing Diminishing Rations not to work except in extreme cases.
That's the intent: to limit the potency of ranged classes stacking aoe with eachother in one spot. There is nothing inherently skillful about such a tactic, and so any effort to nullify/weaken this ought to be welcomed.Glorian wrote:Ehm Yes, deathballs, blobbing and zerg .... and gunlines.Azarael wrote:Damage is reduced by 15% per ally struck. Damage is increased by 15% per enemy struck above the 6th. Damage cannot fall below 20% of its original value unless other damage reductions are present.
Numbers may be subject to tweaking if required, but the intent here is to ensure that players working in diffuse groups have the advantage over deathballs, blobbing and zerg, and to put the power to make that happen in the hands of the melee classes.![]()
![]()
Well need to see how that now works.
Standing on a Flame Turret and now hitting up to 12 friendlies also with a Rod who goes in every direction with an increased AoE Cap and Range is not so effective anymore.
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