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So now that are Zergs are godmode...

  • Etaniel
    Etaniel
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    Starshadw wrote: »
    Garion wrote: »
    Oh and can we actually make prox det a zerg buster

    At this point, I simply want the skill removed from the game. I see no way for them to make the skill function in such a way that zergs won't find it far more useful than the smaller group. They've tried several times now, to no avail. It's time to chuck the skill into the wastebin.

    I'm so tired of watching the zergs rush in with 15+ proxy circles, all while spamming Steel Tornado and other AOE skills.

    Reduce base damage even more, if the skill hits more than 5 people, for each extra target hit, increase damage by 15 %, this effect can stack up to 60 times. There, zerg buster, useless against small groups.
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  • Maulkin
    Maulkin
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    Etaniel wrote: »
    Starshadw wrote: »
    Garion wrote: »
    Oh and can we actually make prox det a zerg buster

    At this point, I simply want the skill removed from the game. I see no way for them to make the skill function in such a way that zergs won't find it far more useful than the smaller group. They've tried several times now, to no avail. It's time to chuck the skill into the wastebin.

    I'm so tired of watching the zergs rush in with 15+ proxy circles, all while spamming Steel Tornado and other AOE skills.

    Reduce base damage even more, if the skill hits more than 5 people, for each extra target hit, increase damage by 15 %, this effect can stack up to 60 times. There, zerg buster, useless against small groups.

    All this discussion is useless at this point. Increasing the damage when hitting over 5-6 people won't do much when you have AoE caps in place which reduce the damage to people you hit from 6th person onwards.

    First they have to remove AoE caps in PvP fully. Keep them for PvE as it could lead to rediculas AoE DPS. Then you can talk about fixing Proxy Det. In the meantime I'm with @Starshadw, might as well remove it.

    It helps zergs more than hinders them
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  • WRX
    WRX
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    Etaniel wrote: »
    Garion wrote: »
    Valencer wrote: »
    They really should take a long hard look at what made the non-vet campaigns so popular pre-update.

    Almost nobody has Efficient Purge there so people can't spam Purge forever to shake off endless siege and negative effects.
    Barrier is very weak due to much lower resource pools. Result of all this? Trains just didn't work as well in non-vet. Any competent group could wipe them with clever siege placement and decent coordination.

    And lo and behold, non-vet was probably the most lag free campaign we had for a long time, while it was still pop locked every evening at prime time. It's like they're trying so very hard to ignore the answer when it's right under their noses.

    One thing I'd personally be interested in seeing is the Efficient Purge morph being replaced with a stamina morph (no reduced cost, just costing stamina instead of magicka). Need to get rid of the mindless spamming of purge and this would give stamina players an option for purging harmful effects too (I dont think any classes except for the templar have any affordable options).

    Giving stamina players access to purge just increases the purge spamming... bad idea. Just cap it at six players max.

    Wouldn't capping it encourage even more spamming? I can't affect my whole raid with one cast, so I'll cast 3 times instead? Trying to think in a zergling way

    EDIT: Didnt realize I was 3 pages behind >.>, but to continue the conversation.

    It would, but I am assuming groups still (dont really know) have people spamming in constantly, so that would stay similar. It would just only effect 6 people which is a big difference for a group of 24 guys.

    I also think only cleanse should remove 2 effects. IEP should do 1.

    Also, last I tested, alliance skills did cap out at 24 I think. This was in 1.3 (?) after they stopped stacking barriers, because we would be in a group, and other would stack on us, then we wouldn't get the barrier when pushing a breach. Tested it a bit further and it was 24, which is wayyy to high.
    Edited by WRX on October 9, 2015 6:40PM
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  • Sublime
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    Etaniel wrote: »
    Wouldn't capping it encourage even more spamming? I can't affect my whole raid with one cast, so I'll cast 3 times instead? Trying to think in a zergling way

    Not exactly, it would basically increase the amount of purgers needed per player. Currently it's at ~2/raid, capping the AOE would increase this number to ~8/raid (assuming a 6man cap). The thing here is that every second (GCD) a player has to use purge instead of healing springs/BOL/tornado/maneuver/etc. reduces the groups overall efficiency, because they have to invest more into defense in order to stay alive.

    However, I do not think that capping purge alone would fix the problem, but it's a step into the right direction.
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