CapuchinSeven wrote: »It's really easy to fix, just make seiges do more damage to each person (including DOTs) the more people you hit in the circle. If you only hit a few people (1-10) they hit like normal, hit 50 in a blob and they are done for and it's their own fault for blobbing up.
Another issue though is snare immunity but personally I think that's an issue with PVP anyway, it's starting to seem like unless you're using a two hander you're not doing it right.
techprince wrote: »This is NOT about "bad" vs "good". This is about "ball" vs "ranged". An organised group can play normally and yet they cannot do much against a competent ball group as so many skills prevent basic mechanics from applying to them, is it that hard to understand?
I'd like a Negate ability that worked like Shifting Standards replacing Barrier from support skill line, so that it would be accessible to anyone.
And a good Bursty ultimate for sorcs to compensate in the dark magic skill line.
....wow this came to me so easily....
techprince wrote: »This is NOT about "bad" vs "good". This is about "ball" vs "ranged". An organised group can play normally and yet they cannot do much against a competent ball group as so many skills prevent basic mechanics from applying to them, is it that hard to understand?
If a ranged group could counter a melee group, who would ever play the melee group?
Range always has the benefit of safety baked in, and that needs to be balanced with overall effectiveness.
Now I'm not saying they should be totally ineffective, but the risk should be proportional to the reward.
techprince wrote: »This is NOT about "bad" vs "good". This is about "ball" vs "ranged". An organised group can play normally and yet they cannot do much against a competent ball group as so many skills prevent basic mechanics from applying to them, is it that hard to understand?
If a ranged group could counter a melee group, who would ever play the melee group?
Range always has the benefit of safety baked in, and that needs to be balanced with overall effectiveness.
Now I'm not saying they should be totally ineffective, but the risk should be proportional to the reward.