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Dark Convergence solved

DDiggler
DDiggler
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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
    BXR_Lonestar
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    DDiggler 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.
  • Necrotech_Master
    Necrotech_Master
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    DDiggler 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.

    the snare already only affects you when your inside the area, and just removing the snare while in a group wouldnt "resolve" the issues people have with it

    the biggest problem people have with it is the mass pull because that is what sets up other things (colossus/harmony grave robber bombs, which then kill people with VD/occult overload/plague)

    i dont think ive ever actually been killed or even taken a noticeable amount of dmg from dark convergence in a very long time, usually the bomb stuff thats hitting you when pulled into DC is what is actually killing

    now if you made the pull weaker while in a large group that might have a noticeable impact on the ability of those groups to tightly pack everyone for a well made bomb
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

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  • geonsocal
    geonsocal
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    DDiggler 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 liked the double pulls - eventually some of us would have figured out how to adapt...actually, i would forego a double pull in favor of the final thing being where it flung everyone up in to the air...

    i would totally re-equip on every toon tomorrow...
    PVP Campaigns Section: Playstation NA and EU (Gray Host) - This Must be the Place
  • Everaen
    Everaen
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    All they needed was a sticky buff that survives death put on the targets.

    "Cannot be affected again by Dark Convergence pull for X minutes."

    Once you got bombed, you wouldn't have to worry about it again for so long. Still could be fun for PvE, but limits how frequently a player could fall prey to it in PvP.
  • Dr_Con
    Dr_Con
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    issue is unlike leash there is no object pulling them to the center, it's a fixed point. If they were to add like a totem in the middle of DC, and have it pull people to that, it would fix the issue of the low HP people dying right next to people who just rolled away.
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