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makreth
makreth
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From the PTS patch notes:

"Your ground-based area of effect abilities will now persist after you leave combat, rather than being removed immediately."

Finally!! This was one the most annoying issues in the game for me.... Thank you for fixing this :D
Edited by makreth on January 9, 2018 1:05PM
  • Turelus
    Turelus
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    I tweeted about this one this morning, REALLY happy with it.

    Finally those dweamer pipes that spew spiders won't take multiple castings.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • monktoasty
    monktoasty
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    Very cool!!
  • dalymiddleboro
    Why would you still need your AoE on the ground if you leave combat? Maybe it's the phrasing, but I'm not understanding the big demand for this.
  • Turelus
    Turelus
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    Why would you still need your AoE on the ground if you leave combat? Maybe it's the phrasing, but I'm not understanding the big demand for this.
    When you have instances of multiple spawns which are staggered, such as the dweamer pipes which spawn spiders.

    Currently when a monster dies and you're in theory out of combat all your AoE effects go away, even if something is about to spawn. I am sure there are other cases or examples better than that though.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • rhapsodious
    rhapsodious
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    Why would you still need your AoE on the ground if you leave combat? Maybe it's the phrasing, but I'm not understanding the big demand for this.

    For encounters with multiple waves of enemies like Daedric portals or the IC Center event, once you finished a wave - no matter if the next wave comes literally a second later - your AOEs would go away. So gg if you popped a destro ult and the wave dies in 2 seconds.
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