Very easy to balance. Instead of pulling everyone in 10m radius to the dead centre of the circle, it can pull everyone 5m closer to the centre so people who is between 5m-10m to the centre will be less affected by it. As area of effect, it corresponds to 3/4ths of the total disc for which people will not end up in the dead centre of the ability.
BXR_Lonestar wrote: »Very easy to balance. Instead of pulling everyone in 10m radius to the dead centre of the circle, it can pull everyone 5m closer to the centre so people who is between 5m-10m to the centre will be less affected by it. As area of effect, it corresponds to 3/4ths of the total disc for which people will not end up in the dead centre of the ability.
I think the balance is easier than that. I think all the pros of using dark convergence should get wittled away as your group size gets bigger. Zos is already experimenting with this concept with other sets. But IMO, the area of affect, damage, the amount it will pull you, the duration of any snares should be reduced to the point where its at 0 when you have 5 or more players in your group. Let Dark Convergence continue to be strong in small groups, but when used by large groups, let it basically be worthless.
Very easy to balance. Instead of pulling everyone in 10m radius to the dead centre of the circle, it can pull everyone 5m closer to the centre so people who is between 5m-10m to the centre will be less affected by it. As area of effect, it corresponds to 3/4ths of the total disc for which people will not end up in the dead centre of the ability.