Why they Nerf the AOE damage? They want in pvp only builds concentrate in 1 v 1?
I play only battlegrounds and I have an icemage warden. I don't feel like I do a lot more damage and usually I'm weak in a 1vs1. Also play AOE builds requires a lot strategy since you have to take care of your Ressources and don't spam your abilities everywhere. The people normally has skills and know very well to move out....
I would like to hear some reasons why these changes...
Exactly because of your play style. PvP whined about zerg AoE damage so we get this.
Exactly because of your play style. PvP whined about zerg AoE damage so we get this.
So now single AOE damage players are injured because of zergs? This how we solve the problems? We put everybody in the same bag and we throw them to the river? I was expecting more intelligent from zos if the main reason of the problem are the zergs as you say.
Exactly because of your play style. PvP whined about zerg AoE damage so we get this.
So now single AOE damage players are injured because of zergs? This how we solve the problems? We put everybody in the same bag and we throw them to the river? I was expecting more intelligent from zos if the main reason of the problem are the zergs as you say.
Why they Nerf the AOE damage? They want in pvp only builds concentrate in 1 v 1?
I play only battlegrounds and I have an icemage warden. I don't feel like I do a lot more damage and usually I'm weak in a 1vs1. Also play AOE builds requires a lot strategy since you have to take care of your Ressources and don't spam your abilities everywhere. The people normally has skills and know very well to move out....
I would like to hear some reasons why these changes...
It was too powerful in PvP. Groups would just stack ground dots and area damage and it made it nearly impossible to fight them. As you say - you were left with no other option but to move away - and that made for some boring PvP.
Combat is a lot more fun when players can actually engage and fight with one another. So I'm behind these changes.
Nemesis7884 wrote: »Why they Nerf the AOE damage? They want in pvp only builds concentrate in 1 v 1?
I play only battlegrounds and I have an icemage warden. I don't feel like I do a lot more damage and usually I'm weak in a 1vs1. Also play AOE builds requires a lot strategy since you have to take care of your Ressources and don't spam your abilities everywhere. The people normally has skills and know very well to move out....
I would like to hear some reasons why these changes...
It was too powerful in PvP. Groups would just stack ground dots and area damage and it made it nearly impossible to fight them. As you say - you were left with no other option but to move away - and that made for some boring PvP.
Combat is a lot more fun when players can actually engage and fight with one another. So I'm behind these changes.
see here is the thing...i dont give a flying flic about pvp nor do 80% of the core playrrs that are pve focused....so good luck with keeping your player bases that als disproportionally pays the bills while catering to a minority that never spends money in the crownstore and just complains all the time anyway
Nemesis7884 wrote: »Why they Nerf the AOE damage? They want in pvp only builds concentrate in 1 v 1?
I play only battlegrounds and I have an icemage warden. I don't feel like I do a lot more damage and usually I'm weak in a 1vs1. Also play AOE builds requires a lot strategy since you have to take care of your Ressources and don't spam your abilities everywhere. The people normally has skills and know very well to move out....
I would like to hear some reasons why these changes...
It was too powerful in PvP. Groups would just stack ground dots and area damage and it made it nearly impossible to fight them. As you say - you were left with no other option but to move away - and that made for some boring PvP.
Combat is a lot more fun when players can actually engage and fight with one another. So I'm behind these changes.
see here is the thing...i dont give a flying flic about pvp nor do 80% of the core playrrs that are pve focused....so good luck with keeping your player bases that als disproportionally pays the bills while catering to a minority that never spends money in the crownstore and just complains all the time anyway
Nemesis7884 wrote: »Why they Nerf the AOE damage? They want in pvp only builds concentrate in 1 v 1?
I play only battlegrounds and I have an icemage warden. I don't feel like I do a lot more damage and usually I'm weak in a 1vs1. Also play AOE builds requires a lot strategy since you have to take care of your Ressources and don't spam your abilities everywhere. The people normally has skills and know very well to move out....
I would like to hear some reasons why these changes...
It was too powerful in PvP. Groups would just stack ground dots and area damage and it made it nearly impossible to fight them. As you say - you were left with no other option but to move away - and that made for some boring PvP.
Combat is a lot more fun when players can actually engage and fight with one another. So I'm behind these changes.
see here is the thing...i dont give a flying flic about pvp nor do 80% of the core playrrs that are pve focused....so good luck with keeping your player bases that als disproportionally pays the bills while catering to a minority that never spends money in the crownstore and just complains all the time anyway
I'm a pvper, I've spent nearly $3000 on the crown store. Your argument is invalid.
Because aoe dmg should be for aoe, not for single target. Personally i hope they nerf aoe even more. Under no circumstances you should ever be using aoe abilities for single target, EVER. It's poor combat design and it doesn't make any sense.
Because aoe dmg should be for aoe, not for single target. Personally i hope they nerf aoe even more. Under no circumstances you should ever be using aoe abilities for single target, EVER. It's poor combat design and it doesn't make any sense.
I'm not saying I expect to do 1vs1 with AOE skills and always win.Because aoe dmg should be for aoe, not for single target. Personally i hope they nerf aoe even more. Under no circumstances you should ever be using aoe abilities for single target, EVER. It's poor combat design and it doesn't make any sense.
Exactly because of your play style. PvP whined about zerg AoE damage so we get this.
So now single AOE damage players are injured because of zergs? This how we solve the problems? We put everybody in the same bag and we throw them to the river? I was expecting more intelligent from zos if the main reason of the problem are the zergs as you say.
PvE always gets thrown into the woodchipper over PvP concerns. That's the golden rule around here.
jainiadral wrote: »
No kidding. This is royally going to suck in any solo situation when the game throws more than one enemy at youWhich would be pretty much everything in overland, delves, and public dungeons.
jainiadral wrote: »Exactly because of your play style. PvP whined about zerg AoE damage so we get this.
So now single AOE damage players are injured because of zergs? This how we solve the problems? We put everybody in the same bag and we throw them to the river? I was expecting more intelligent from zos if the main reason of the problem are the zergs as you say.
PvE always gets thrown into the woodchipper over PvP concerns. That's the golden rule around here.
No kidding. This is royally going to suck in any solo situation when the game throws more than one enemy at youWhich would be pretty much everything in overland, delves, and public dungeons.
Seraphayel wrote: »jainiadral wrote: »Exactly because of your play style. PvP whined about zerg AoE damage so we get this.
So now single AOE damage players are injured because of zergs? This how we solve the problems? We put everybody in the same bag and we throw them to the river? I was expecting more intelligent from zos if the main reason of the problem are the zergs as you say.
PvE always gets thrown into the woodchipper over PvP concerns. That's the golden rule around here.
No kidding. This is royally going to suck in any solo situation when the game throws more than one enemy at youWhich would be pretty much everything in overland, delves, and public dungeons.
There is no kind of overland content that’s difficult. Not even slightly difficult. The lower AoE damage might increase fight duration a bit but that’s it for the most part.
Salvas_Aren wrote: »As you all pointed out, the problem does not rest with the aoes, it rests with Zeni's unwillingness or incompetence to balance PvP and PvE combat independently.
jainiadral wrote: »Seraphayel wrote: »jainiadral wrote: »Exactly because of your play style. PvP whined about zerg AoE damage so we get this.
So now single AOE damage players are injured because of zergs? This how we solve the problems? We put everybody in the same bag and we throw them to the river? I was expecting more intelligent from zos if the main reason of the problem are the zergs as you say.
PvE always gets thrown into the woodchipper over PvP concerns. That's the golden rule around here.
No kidding. This is royally going to suck in any solo situation when the game throws more than one enemy at youWhich would be pretty much everything in overland, delves, and public dungeons.
There is no kind of overland content that’s difficult. Not even slightly difficult. The lower AoE damage might increase fight duration a bit but that’s it for the most part.
Yeah, and as someone who isn't particularly fond of the combat system, this is going to turn questing into a slog. Am currently in Bangkorai where the enemy density is approximately 80 kajillion mobs per square inch, especially in the middle of roads. Doing anything there already is an exercise in pure tedium. Make those fights last longer and you have a recipe for boring torture.
Difficulty isn't the issue. Drudgery and a lack of fun are.
Exactly because of your play style. PvP whined about zerg AoE damage so we get this.
So now single AOE damage players are injured because of zergs? This how we solve the problems? We put everybody in the same bag and we throw them to the river? I was expecting more intelligent from zos if the main reason of the problem are the zergs as you say.
it wasn't just in zergs. Even battlegrounds were being dominated by this strategy.
jainiadral wrote: »Seraphayel wrote: »jainiadral wrote: »Exactly because of your play style. PvP whined about zerg AoE damage so we get this.
So now single AOE damage players are injured because of zergs? This how we solve the problems? We put everybody in the same bag and we throw them to the river? I was expecting more intelligent from zos if the main reason of the problem are the zergs as you say.
PvE always gets thrown into the woodchipper over PvP concerns. That's the golden rule around here.
No kidding. This is royally going to suck in any solo situation when the game throws more than one enemy at youWhich would be pretty much everything in overland, delves, and public dungeons.
There is no kind of overland content that’s difficult. Not even slightly difficult. The lower AoE damage might increase fight duration a bit but that’s it for the most part.
Yeah, and as someone who isn't particularly fond of the combat system, this is going to turn questing into a slog. Am currently in Bangkorai where the enemy density is approximately 80 kajillion mobs per square inch, especially in the middle of roads. Doing anything there already is an exercise in pure tedium. Make those fights last longer and you have a recipe for boring torture.
Difficulty isn't the issue. Drudgery and a lack of fun are.
jainiadral wrote: »Seraphayel wrote: »jainiadral wrote: »Exactly because of your play style. PvP whined about zerg AoE damage so we get this.
So now single AOE damage players are injured because of zergs? This how we solve the problems? We put everybody in the same bag and we throw them to the river? I was expecting more intelligent from zos if the main reason of the problem are the zergs as you say.
PvE always gets thrown into the woodchipper over PvP concerns. That's the golden rule around here.
No kidding. This is royally going to suck in any solo situation when the game throws more than one enemy at youWhich would be pretty much everything in overland, delves, and public dungeons.
There is no kind of overland content that’s difficult. Not even slightly difficult. The lower AoE damage might increase fight duration a bit but that’s it for the most part.
Yeah, and as someone who isn't particularly fond of the combat system, this is going to turn questing into a slog. Am currently in Bangkorai where the enemy density is approximately 80 kajillion mobs per square inch, especially in the middle of roads. Doing anything there already is an exercise in pure tedium. Make those fights last longer and you have a recipe for boring torture.
Difficulty isn't the issue. Drudgery and a lack of fun are.
They may take a whole second longer to kill. ^^
jainiadral wrote: »jainiadral wrote: »Seraphayel wrote: »jainiadral wrote: »Exactly because of your play style. PvP whined about zerg AoE damage so we get this.
So now single AOE damage players are injured because of zergs? This how we solve the problems? We put everybody in the same bag and we throw them to the river? I was expecting more intelligent from zos if the main reason of the problem are the zergs as you say.
PvE always gets thrown into the woodchipper over PvP concerns. That's the golden rule around here.
No kidding. This is royally going to suck in any solo situation when the game throws more than one enemy at youWhich would be pretty much everything in overland, delves, and public dungeons.
There is no kind of overland content that’s difficult. Not even slightly difficult. The lower AoE damage might increase fight duration a bit but that’s it for the most part.
Yeah, and as someone who isn't particularly fond of the combat system, this is going to turn questing into a slog. Am currently in Bangkorai where the enemy density is approximately 80 kajillion mobs per square inch, especially in the middle of roads. Doing anything there already is an exercise in pure tedium. Make those fights last longer and you have a recipe for boring torture.
Difficulty isn't the issue. Drudgery and a lack of fun are.
They may take a whole second longer to kill. ^^
A second x 1000 each play session that could be spent doing something more interesting.
I wish they'd just split-balance, give everyone unsatisfied with overland difficulty their veteran instance, and leave the rest of us alone. At this point, I'd pay a lot of crowns to keep the current version of the game without constant nerfs and adjustments.