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Rework Dark Convergence

OnGodiDoDis
OnGodiDoDis
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I understand the intent of the devs to want people to die in pvp. I, too, want people to die in pvp. The old days when big fights lasted for hours will not be missed by me. However, this set is being heavily abused. The main intent for DC was to allow AoE abilities to hit more targets, and it works great. The main caviat is that this set procs with any AoE ground ability. This allows for non-dps builds to spam and rotate the pull effect. It does not matter how long the cooldown is, if everybody is running this set, which everyone is, the cooldown becomes obsolete when they're spamming it on CC immunity cooldown. This makes for completely unenjoyable gameplay. An AoE pull is an extremely powerful effect that no amount of cooldown is going to make it balanced. However, it can be reworked so as to make it accessible when needed. Make it so that DC only procs with ultimates. This will reduce the amount of whirlpools carpeting the floor, but it will still retain its power when it is needed the most. This set has become a staple for many mag users. It is so frustrating that a healer can potentially cause the deaths of entire groups merely by dropping a flare. Non-dps builds should not have that power from a set. That's the job of negate tanks or permafrost tanks. Nobody even runs those builds anymore because the more effective way to get people killed as a tank is to have as much survivability as possible until the people attacking you get bombed. This set limits build diversity. It's so effective that running any other set on a bomber or support class is not really warranted. Why should I as a healer run a healing set when I can just sit in the back of a group and drop Corrupting Pollen, causing countless enemies to get pulled into a pile of ****? Some of you may be saying, "well, just block it". Block two, three, four, five consecutive DCs? Conclusively, there are too many piles of ****, and putting it on ground AoE ultimates is the only way to reduce their numbers; longer cooldowns aren't going to do a thing.
  • EF321
    EF321
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    My take on "fixing" it would be to make it only work in situations it is meant for. Which is punishing stacking, at least I believe that was original idea.

    So, make it only do it's thing if X targets are in range when in procs, where X is some number of players (and not pets or guards), I think 5-6 should be a good start for testing.

    If you proc it and there are 3 people in proc area, it just goes "poof" and does nothing, wasted cooldown. If there are 8 people, they get punished.

    By no means it should work on one player.
  • Cuddlypuff
    Cuddlypuff
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    Some of you may be saying, "well, just block it". Block two, three, four, five consecutive DCs? Conclusively, there are too many piles of ****, and putting it on ground AoE ultimates is the only way to reduce their numbers; longer cooldowns aren't going to do a thing.

    I often run thru 3-4 Dcon on the way into a bomb, it really isn't an issue. It's actually an advantage most of the time because you can hide your own Dcon and blockcast your bomb combo inside the zerg's desperate but pathetic attempts at Dcons/negates/time stops. By the time they realize what happened it's too late lol.
  • DaisyRay
    DaisyRay
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    Tbh I think dcon is already really weakened. If I'm paying attention, it's very easy to avoid. If it's a ball group, just don't group up. Idk how long dc has been here, but from the time I joined all ball groups seems to follow the same formula. There is not anything really new or inventive. So it's easy to guess their movements. Sometimes I still get caught, but only when I'm being a silly Daisy and running into my own death.
    ⭑・゚゚・*:༅。.。༅:*゚:*:✼✿ DaisyRay ✿✼:*゚:༅。.。༅:*・゚゚・⭑
  • OnGodiDoDis
    OnGodiDoDis
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    DaisyRay wrote: »
    Tbh I think dcon is already really weakened. If I'm paying attention, it's very easy to avoid. If it's a ball group, just don't group up. Idk how long dc has been here, but from the time I joined all ball groups seems to follow the same formula. There is not anything really new or inventive. So it's easy to guess their movements. Sometimes I still get caught, but only when I'm being a silly Daisy and running into my own death.

    Absolutely, they're really easy to avoid when it's only one. My issue was that the entire strategy of large groups is to simply spam DC, hoping they get a lucky pull. I know you know what I'm talking about. This set is sometimes used defensively as well. When going after a member of a ball group, someone will drop DC on them to help them escape. I'm sure that wasn't the intended use when this set was introduced.
  • Hayblinkin
    Hayblinkin
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    Dark Convergence is fine the way it is, even without the increased cooldown coming in the next update.

    The real issue with Dark Convergence is that the groups that crutch on it are invincible due to cross healing.
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