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My suggestions for changing aoes

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My suggestions for changing aoes Empty My suggestions for changing aoes

Post by Atrax Fri Feb 26, 2016 8:27 pm

Since there is an incoming immolation nerf I propose some changes for aoes:
-moves shouldn't deal full dmg if one uses them through their own aoe
-stacking aoe effects:
->fire should melt the ice aoe's effect and let the affected player move
->ice should remove/reduce the persisting residual effect of the fire
->lighting+ice could give a 1 turn paralysis/bind (but make ice aoe's bind not persist after the ice aoe disappears)
->poison+fire explosion/small immolation consuming the fire aoe's persisting effect (maybe existing residuals as well)

I need more opinions on this Whut?
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Post by Jeantall Fri Feb 26, 2016 8:35 pm

It would be cool to give aoes more effects by combining them with players already inside them but as it stands there is little merit to it.

They are already really strong and adding another reason to stack 5 of them is pointless. As it is a aoe does this so far.  It does damage(however minor unless they have no pools then it can kill form full health) Applies a powerful effect for which there is no current hard counter against. Aoe resist and spirit resist do nothing to the effect and little to the aoe damage if its just a plain spirit resist.
And provides defense for which their is no true counter too. If you dissipate they step into a new one and if their high damage types the protection can even full block dissipate form non high damage targets. This defense makes them immune to effects as well! I mean whats is the point to make a range nerf/weakness etc if you cannot even use them on the targets with the massive range????????

And on top of it you want to add more effect and power to it?

As for your suggestion for hitting though their own it does have some merit but its only viable if it counts the square they are standing in too.



My own thoughts is that the defense of aoe is probably the biggest problem out there. And this applies to spirit vs spirit battles as well as spirit vs balance. There is very little they can do about it other throw their own aoes and outlast their opponents. You have a pull to pull them so they cannot stand in it...that cannot go though the aoe. You have a range nerf so they cannot hit you form inside....that also cannot go though the aoe....you have a spirit nerf that can lower the damage they do....that cannot go though the aoe....ETC. But if you lower aoe's defense melee is gonna rolf stomp on them making an entire spec pointless.

So you how do you make it so the aoes are not over powered but provide the correct amount of defense?
I can only see it if aoes nerf damage per square it travels though so that even low damage make it though and high damage is still Nerfed to a decent degree. This also allows a defense type to not just run around using defense moves and actually fight. It will give pull reason as well as dragging them out for a turn can be useful rather then the current pointless move it is now.

Or you simply allow effects to pass though the aoe but not the damage allowing for some interesting fights.
Cr/immolate should count as damage moves etc.

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Post by Lacrimosa Sat Feb 27, 2016 3:14 am

@Jeantall
By "nerf damage per square it travels", do you mean only a percentage of the attack's damage? because i'm pretty sure aoes currently blocks damage with each square already.
e.g.:
100 damage is 50% block by each square would mean that after 3 squares, it would still hit 100*0.5*0.5*0.5=12.5. It would never be 0, hence, always allowing effect moves to land?
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Post by Atrax Sat Feb 27, 2016 12:15 pm

I meant adding the block option for the aoe's caster since aoe can now be spammed with no drawbacks (maybe having them on cd)

@Jeantall
It was brought to my attention that you're having a hard time against aoes because you don't have a boost on your sword
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Post by Lust Sat Feb 27, 2016 8:55 pm

While it's an interesting idea you propose here, to allow AoE's to overlap would be too OP. But man would it be hilarious..

Think of it, I hit you with that Fire AoE, and then I imprison you with my 9.5 barrier. Forcing you to sit through the entire AoE's dmg, while I sit there, waiting, and boosting so I can one hit you after it fades :3
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Post by Atrax Sun Feb 28, 2016 1:28 pm

Putting up a barrier will remove any aoe that u have in that area, including the one affecting the opponent
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Post by Lust Mon Feb 29, 2016 2:24 am

Thanks for establishing my point, that's exactly why it'd be too complicated to do. Especially if you're trying to stack AoE's for bonus effects. Which is really not needed at all.
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Post by YamiKyuubi Thu May 25, 2017 5:02 am

Bump to this?

Speaking as a Melee user, dealing with AoE is... Aggravating, to say the least. There's only one move that directly counters AoE, which doesn't even fully do that, leading the enemy to A) Move into one of the remaining AoE spots or B) Lay down another AoE. 1 counter move, several possible moves to counter.

Resisting AoE requires its own resistance type (AoE resistance), of which there is 1 move that provides such resistance (And only lasts as long as a typical AoE, by which point the opponent is usually close to/capable of laying down another AoE).

The fact that AoE spammers can hide within their own AoE, with no damage to themselves and a measure of Barrier effect/damage against their opponents, is equally aggravating.

And the healing AoE? That's just plain sadistic.

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