Good point, that would make them harder to use in PvP without affecting PvEMartiniDaniels wrote: »Problem of this skills in PVP is not their damage, but easiness of their application (aim-assisted, instant travel, 28m+ range). Thus best solution in my opinion is to reduce range to 22m (will be in range of gap closers) and change them to projectiles like flame reach. That way skills will remain the same in PVE, but won't be cancerous in PVP.
I put an option in for keepin it the same for PvE but apparently it’s not being utilized?
MartiniDaniels wrote: »Problem of this skills in PVP is not their damage, but easiness of their application (aim-assisted, instant travel, 28m+ range). Thus best solution in my opinion is to reduce range to 22m (will be in range of gap closers) and change them to projectiles like flame reach. That way skills will remain the same in PVE, but won't be cancerous in PVP.
MartiniDaniels wrote: »Problem of this skills in PVP is not their damage, but easiness of their application (aim-assisted, instant travel, 28m+ range). Thus best solution in my opinion is to reduce range to 22m (will be in range of gap closers) and change them to projectiles like flame reach. That way skills will remain the same in PVE, but won't be cancerous in PVP.
Saril_Durzam wrote: »What we need is less generalization. Sure, its more balanced but the game feels more bland and less unique. I want to face a class and know how to counter it, rather than watching same skills on Everyone, the game feels less tactic.
I also dont agree on nerf on AoE ground dots. They give an unique feeling on the game and would still have good ways to counter them, rather than autoaim ST dots.
MartiniDaniels wrote: »Problem of this skills in PVP is not their damage, but easiness of their application (aim-assisted, instant travel, 28m+ range). Thus best solution in my opinion is to reduce range to 22m (will be in range of gap closers) and change them to projectiles like flame reach. That way skills will remain the same in PVE, but won't be cancerous in PVP.
Flame reach has a 28 meter range. I just double checked on live before replying. Reach is the comparable morph as it is a DoT. The damage is fairly comparable.
Clench has as shorter range but it is essentially a CC, not a DoT, so it is not very comparable.
So the question worthy to be asked, is what ranged DoTs have the range of gap closers instead of 28 meters?
I say 28 since that is the actual range of the skill before PvP specific modifiers increase the range?
MartiniDaniels wrote: »Problem of this skills in PVP is not their damage, but easiness of their application (aim-assisted, instant travel, 28m+ range). Thus best solution in my opinion is to reduce range to 22m (will be in range of gap closers) and change them to projectiles like flame reach. That way skills will remain the same in PVE, but won't be cancerous in PVP.
MartiniDaniels wrote: »Problem of this skills in PVP is not their damage, but easiness of their application (aim-assisted, instant travel, 28m+ range). Thus best solution in my opinion is to reduce range to 22m (will be in range of gap closers) and change them to projectiles like flame reach. That way skills will remain the same in PVE, but won't be cancerous in PVP.
If you make them a projectile, you're *** over magplar, magcro, and magDK. Magplar and magro don't have any in-class sources of Major Sorcery, and so are forced to run Entropy if they don't want to slot spell power pots (which, most of the time, other pots are far more valuable in PvP). MagDK does have an in-class source of Major Sorcery, but it's stupidly expensive, and really only offers Major Sorcery.
By all means, make soul trap a projectile, but leave Entropy alone.