What's people's take on the dark convergence nerf? Are we likely to see less of it next patch or is it still going to be everywhere? And is it likely to be less disruptive? Still sitting on 14m Ap so no pressing need to go back into Cyro, but kind of miss it...
People will still run it, there's no more double pulling so it's far less irritating. But the damage will be more obnoxious to people who run groups. Against solos it seems like it'll be better, but group v group will be really bad because of the 50% scaling per target(rip anyone who plays bgs, its gonna be worse than it is now). They also lowered the aoe radius too, but ultimately it will most likely get worse just because it scales up way more now.
I personally think increasing damage scaling is a good idea per target, but 50% per target seems really excessive cause it'll do lots of damage to small groups even.
Anyways the procalypse isn't over guys, it's just evolving
Wolf_Watching wrote: »People will still run it, there's no more double pulling so it's far less irritating. But the damage will be more obnoxious to people who run groups. Against solos it seems like it'll be better, but group v group will be really bad because of the 50% scaling per target(rip anyone who plays bgs, its gonna be worse than it is now). They also lowered the aoe radius too, but ultimately it will most likely get worse just because it scales up way more now.
I personally think increasing damage scaling is a good idea per target, but 50% per target seems really excessive cause it'll do lots of damage to small groups even.
Anyways the procalypse isn't over guys, it's just evolving
Well it’s meant to counter groups. It’s a shame that groups tend to get more use out of it though.
doesurmindglow wrote: »I think it's still gonna be too strong and probably continue to wreak havoc, especially in situations where zergs or ball groups are running it against solo players. The damage scaling and pull reduction isn't enough to resolve the issues with the set, which are really more fundamental and rooted in the fact that so many people are running it and it doesn't proc the traditional cc immunity, which is to say that after getting pulled by the set, another player applying it can easily make it so you get pulled again right away.
Put simply, you'll have less damage against a solo player, sure, and less ability to pull them in, but it's still going to be highly advantageous for a large group to be running it and applying it multiple times to the same player. Which is, if we're being honest, what everyone hates.
It needs to not pull, not stun, or not do damage. The stun and pull alone would probably be ubiquitous and extremely annoying, tbh. But anything short of that is probably going to remain dramatically overperforming.
let me explain to you how zos end up destroying a set step by step .
1. they introduce an obviously broken set
2. people complain but zos dont listen
3. they release the set in live server and it breaks the game
4. people keep complaining
6. zos realises they [snip] up
7. zos thinks they can fix it <== we are here
8. the change goes live and make things worse
9. people keep complaining
10. zos gives up and nerf the set to the ground
11. they repeat this with another idea
we are almost there just hang on a little more
[edited for profanity bypass]
Wolf_Watching wrote: »Just thought of something that keeps it useful for solo players, why not make it where we can only be afflicted by a dark convergence pull every 15 or 30 seconds per player?
It does have counters, especially when not spammed. The current problem despite those, it's everywhere (constantly), and it's a serious stam check due to that. This solution would solve that problem while maintaining the important group wiping potential of the set.
Wolf_Watching wrote: »Just thought of something that keeps it useful for solo players, why not make it where we can only be afflicted by a dark convergence pull every 15 or 30 seconds per player?
It does have counters, especially when not spammed. The current problem despite those, it's everywhere (constantly), and it's a serious stam check due to that. This solution would solve that problem while maintaining the important group wiping potential of the set.
Well, the counter solution would be fine if it wasn't checking so many players. We want the server to do as little calculations as possible to reduce lag for everyone.
My problems with the set are:
It is usually coordinated such that the pull is all that is needed and other players have enough time to simply drop all their aoes in the center to kill everyone before the explosion. It's smart, but it also forces players to use mic-chat to counter, since there's no other counter than to simply avoid everyone in your group.
I like the idea of the set.
But:
• During the pull, players can't defend, yet they can take damage? And since the pull doesn't give warning, there's no way to defend against it.
CameraBeardThePirate wrote: »It won't do anything. Not because DC needs a bigger nerf, but because Rush of Agony is a much more problematic set and once people realize that you'll just see more people running Rush over DC.