Eye of the Storm lasts 7 seconds and takes 2 seconds to charge up. You've got the chance to actually escape an incoming storm if you're quick enough and have the positioning, skill. Try not stacking heavily on top of each other either.
What we don't need is less ways to combat rolling zergs.
Eye of the Storm lasts 7 seconds and takes 2 seconds to charge up. You've got the chance to actually escape an incoming storm if you're quick enough and have the positioning, skill. Try not stacking heavily on top of each other either.
What we don't need is less ways to combat rolling zergs.
are u sure? i had the intention all the upzerging is because of the unbeliveable usefulness of 5-6 eye of the storms layers
well as i sayd im experienced in pvp but not in running in organized grps
Chilly-McFreeze wrote: »Eye of the Storm lasts 7 seconds and takes 2 seconds to charge up. You've got the chance to actually escape an incoming storm if you're quick enough and have the positioning, skill. Try not stacking heavily on top of each other either.
What we don't need is less ways to combat rolling zergs.
are u sure? i had the intention all the upzerging is because of the unbeliveable usefulness of 5-6 eye of the storms layers
well as i sayd im experienced in pvp but not in running in organized grps
Problem with skills, that where designed as a tool against zergs, is that zergs use them just as well if not better. Proxy det, EotS, Vamp Swarm, Steel tornado are all ment to be uses against tightly stacked opponents. You see how that played out.
Back in the days we had dynamic utli regen which was the way small groups to counter bigger groups. @ZOS_Wrobel removed it and tried to compensate it with proxy first, then with Vicious Death and the last try was EoTS. Unfortunately all attempts failed.
*Bring back dynamic ultimates regen
*Make siege in CP campaigns as good as in noCP campaigns
Eye of the Storm lasts 7 seconds and takes 2 seconds to charge up. You've got the chance to actually escape an incoming storm if you're quick enough and have the positioning, skill. Try not stacking heavily on top of each other either.
What we don't need is less ways to combat rolling zergs.
Eye of the Storm lasts 7 seconds and takes 2 seconds to charge up. You've got the chance to actually escape an incoming storm if you're quick enough and have the positioning, skill. Try not stacking heavily on top of each other either.
What we don't need is less ways to combat rolling zergs.
thx guys for clarifying thos out for me.
its fun for me running in such a grp but i see some potential for improvement of the experienceBack in the days we had dynamic utli regen which was the way small groups to counter bigger groups. @ZOS_Wrobel removed it and tried to compensate it with proxy first, then with Vicious Death and the last try was EoTS. Unfortunately all attempts failed.
*Bring back dynamic ultimates regen
*Make siege in CP campaigns as good as in noCP campaigns
how did dynamic ult reg work? (im only playing since 10 months)
they all run plague doc + blood spawn to be tanky and get a ton of ult. u need a few of them to actually do dmg
thx guys for clarifying thos out for me.
its fun for me running in such a grp but i see some potential for improvement of the experienceBack in the days we had dynamic utli regen which was the way small groups to counter bigger groups. @ZOS_Wrobel removed it and tried to compensate it with proxy first, then with Vicious Death and the last try was EoTS. Unfortunately all attempts failed.
*Bring back dynamic ultimates regen
*Make siege in CP campaigns as good as in noCP campaigns
how did dynamic ult reg work? (im only playing since 10 months)
When you damage a target you generate 1 ult for each target that you hit. When you receive damage (or if you block the damage, I forgot how it was this part) you generate 1ult for each hit. If your hits were critical it was 3 ulti I think then if you CC another 3 ulti. It needed some tweaks because skills as dark talons were very OP. AoE CC + DoT and it generated tons of ultimate when you hit 6 targets.
On top of that healing worked the same, so AoE heals like Healing Springs generated ultimate really fast. And for a long time you could generate ultimate with it even if your targets were full HP and you didn't heal them at all. Most raids therefore constantly charged their ultimate to full before going to the next fight.
they all run plague doc + blood spawn to be tanky and get a ton of ult. u need a few of them to actually do dmg
Remove AoE caps. Adjust skill power accordingly. Done.
GeorgeBlack wrote: »Remove all AoE skills from PvP just like you cannot use a siegeW in PvE. (Or at least all damaging skills while reducing healing received in all cyro players)
Let every player play a role. Be it engage disengage. Be it bruising. Be it kill the healer. Be it step up and take the heat, while archers and nukers support the advance. Oh ye.. and remove Mages wrath/explosion...
I never liked AoE plethora. AoE fighting should be a thing for one class in the game (in games that have more than 4 classes).
AOE skills should have high cooldowns for truly strategic moves that require true organisation.
AoE means zergs.
No AoE in Cyro would mean beautiful large scale battles.
GeorgeBlack wrote: »Remove all AoE skills from PvP just like you cannot use a siegeW in PvE. (Or at least all damaging skills while reducing healing received in all cyro players)
Let every player play a role. Be it engage disengage. Be it bruising. Be it kill the healer. Be it step up and take the heat, while archers and nukers support the advance. Oh ye.. and remove Mages wrath/explosion...
I never liked AoE plethora. AoE fighting should be a thing for one class in the game (in games that have more than 4 classes).
AOE skills should have high cooldowns for truly strategic moves that require true organisation.
AoE means zergs.
No AoE in Cyro would mean beautiful large scale battles.
Anyone on this thread that thinks EoTs needs a nerf is simply not battle aware enough to see it coming or to get out of the way. Simple solution folks...don't stand in stupid! Don't charge into a group that's charging up ulti's to unleash the AE bomb. L2 Mind your surroundings BRUCE!!
IxSTALKERxI wrote: »The easiest way to explain it is this:
Damage from different players has always been intended to stack and healing from different players has always been intended to stack. That's generally how an MMO is meant to work. It encourages players to focus targets - or focus their aoe damage in the same area. Focusing targets / damage is one of the factors that decides which group is better than the other in pvp. On the flip side the opponents can stack aoe healing in area's where they are getting damaged, or on a player that is getting focused.
So making a special change just for one ultimate in the game without applying the same rules to other abilities such as batswarm etc. would be inconsistent. Applying it to every ability in the game would discourage teamwork and promote disorganized skill-less zerging. Also would make burst ultimate's a better alternative etc.
The eye of the storm meta is rather stale - eye of the storm needs to be brought more in line with the other alternative ultimate's in the game so you see some players using eye of the storm, others using batswarm, some using soul tether or dawnbreaker, etc. If survivability is an issue without destro ult than healing/utility needs to be looked into - earthgore nerf etc. Or a complete removal of damage AoE cap's.