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Frozen.1347

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  1. Ben P... “There are just too many AOEs being flung around.” Your solution... “I think if anything the target cap should be increased to 10 on more skills.” So you want to increase potency of AoEs to address the issue of “too many AoEs being flung around”? What do you think Ben’s response would be to that? So, that is kind of disingenuous. @Israel.7056 didnt day he wanted more AOEs. He stated a higher skill cap. For all we know, he may want less skills that can AOE. ““I think if anything the target cap should be increased to 10 on more skills.” That’s like saying “I think Thief needs more stealth”... Again, you aren’t addressing what I wrote, and again, he isn’t saying more AOEs are needed. Like our other poster who has decided to go off topic about single target issues in an AOE thread. You are not staying true to what was posted. I neither agree nor disagree at this point as no one has been able to convince me one way or another, and quite honestly, when you bring hyperbole into the argument it devalues your opinion, and that isn’t fair to your position. You are not reading that correctly and interpreting it wrong. You don’t address problems with AoEs by making AoEs more potent... And asking for an increase in targets is asking for an increase to the overall problem... Actually increasing aoe cap isn't a completely absurd idea to reduce aoe spam even if it seems contradictory at first. Aside from the dmg of some skills being too high, another cause of the "too much aoe spam" issue is, that there are more and more players spamming those aoes. The average zergs have become larger and larger and one reason for stacking as many players as possible in one huge map blob are aoe caps, because those result in reduced dmg taken per individual players. A higher cap could force players to spread out, which would automatically reduce effectiveness of aoes and would make single target skills more valuable. The problem with this is that too many players would cry and potentially quit once their safety in numbers isn't there anymore and they would actually have to l2p to succeed.
  2. Scourge aoe’s damage aren’t high at all on a per aoe cast. The issue is every large battle consist of a large group surrounded by red zones everywhere,not just around the immediate area of the group but a good distance around the group and when these red zones get stacked with condi’s and cc’s it forces everyone to either fight at range push/pull between the groups or if u can pop some defencive skills ie blocks or invulnerability and jump in truly to do some quick burst damage than if u have a escape skill and don’t get cc’d and locked in place u jump out or watch ur hp drain in seconds. I’m not saying there’s not a lot of other classes that are mixed in with the groups doing damage to players outside of the red zones or many inside deleting players caught in them in the zones. I’m just saying as far as effectiveness no class comes close to how much of an impact a group of scourges have in every battle. Even when ur fighting opponents outside of the red zones usually within seconds u and the area sound u is covered and stacked with them making u have to fall back or die in seconds. I’d like to see a vid of any large group taking another group on without scourge’s puking all over the place while standing a chance, cuz I’ve never seen one in last 2yrs I'm not saying scourges aren't impactful in zergfights (they are mainly because of the boon corrupts), what i'm saying is that their aoe isn't what justifys the existence of passive procs, because it is always possible to react to and play arround it (whether players want to do that is a different story).
  3. I'm amazed about how many consider scourge the main offender when it comes to aoe dmg in zerg fights. Sure, the class has a lot of aoe, but the dmg isn't bursty at all and unlike other aoe it is highly telegraphed and even in the biggest zergfights you can't overlook it. It's main purpose is boon corruption, not dmg. Dieing to scourges is often a matter of bad positioning/movement. The real killers are hammer revs and a few other burst builds (eg. weaver with meteorshower). As glass ele, hammer revs are ~95% responsible for my downstates/deaths in zergfights, because they can deal instant 10k+ dmg out of nowhere and there is no way to see it coming within all that visual clutter. That's the kind of dmg that can only be countered by passive procs. But scourge does not justify unnerfed passive procs at all.
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