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Old 08-30-2008, 08:02 PM   #1
Tyr
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Default Area spells: They are a killer

As the numbers have increased (in some realms) larger wars have become battles of area spells and not much fun at all. It is the same tired terror, the 3 areas from warriors, topped off by one or two areas from marksmen and a few more terrors for good measure.

Area spells in their current form are causing far too much damage and have too large an area. I know few will actually agree but as the population increases it is just going to get worse.

It has become apparent that Realm balance is never going to happen so can we at least try to tone down area attacks so larger battles are not mindless push button area spell wars and require some strategy.
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Old 08-30-2008, 09:04 PM   #2
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Imho, the problem isn't the area spells, it is the aura spells. The area spells can allow a small party to defeat a larger one, but the auras (deflective & protection) prevent it (and the other resisting/evading individual spells). Areas can be canceled easily -- dizzy, cannot attack or brain piercing. Auras can only be mindsquashed and it's hardly possible (because Deflective is on a Knight likely to block it, and Protection dome is affecting the Mage who uses it).
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Old 08-30-2008, 09:06 PM   #3
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spread out, use DI, use areas yourself, ...

I dont like em, but they are what make wars at forts more "tactical" then using numbers.
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Old 08-30-2008, 09:23 PM   #4
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The auras, not the areas, are the problem.
They should perhaps not be disabled, but the auras which provides random protection, like blocks and resists, should be changed into a less random mechanism.

One idea I had was to turn Deflecting Barrier into Resist ranged damage +50% instead of blocking 50% of them.
Something similar could be done to protection dome.
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Old 08-30-2008, 11:31 PM   #5
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Quote:
Originally Posted by Tyr
As the numbers have increased (in some realms) larger wars have become battles of area spells and not much fun at all. It is the same tired terror, the 3 areas from warriors, topped off by one or two areas from marksmen and a few more terrors for good measure.

Area spells in their current form are causing far too much damage and have too large an area. I know few will actually agree but as the population increases it is just going to get worse.

It has become apparent that Realm balance is never going to happen so can we at least try to tone down area attacks so larger battles are not mindless push button area spell wars and require some strategy.
The auras prevent almost everything except warrior areas from working at a fort war. In your average battle 9 out of 10 targets resist, evade, or block a Marksman's Lightning arrow even out in the open.

The whole problem is these auras prevent the enemy from killing you one by one using normal hits and single-target spells, so they ultimately have no choice but to rush you with melee areas. For example, Ignus scorch is one of the best areas in the game, even though Fire rain does similar damage, because unlike Fire rain it is not a ranged area and thus is not subject to the 90% block rate in wars.

Of course, these areas are also short-ranged and hard to get close enough to use, so they have high damage. They can easily be canceled by effects like Knock Down, Cannot Attack, and Dizzy (especially MoD).

It's not that hard of a concept to understand.

Regards.
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Old 08-31-2008, 01:18 PM   #6
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Areas are usually evaded, resisted, blocked. They are crucial for fighting the hordes of Syrtis for example
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Old 09-01-2008, 05:58 PM   #7
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Quote:
Originally Posted by Rated_R_Edge
Areas are usually evaded, resisted, blocked. They are crucial for fighting the hordes of Syrtis for example

This is so true.
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Old 09-01-2008, 06:07 PM   #8
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Areas are not to bad (apart from a few killers) Auras are far more powerfull, down with auras?!

(but then what will knights and mages do with almost the whole vanguard tree and a load of conju spells greater healing etc warlocks spells mod etc and a load of other skills mana com, made useless?)

I think auras need a rework, some defensive ones are far to powerfull (deflecting should be 30-40% block at 5)
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Old 09-01-2008, 09:07 PM   #9
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The problem is that only three auras may active at the same time.

In the most cases these are cover, mana com. and greater healing.

For meleeareas the dome is very usefull, but mostly it isn´t activ in the rights moment.
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Old 09-20-2008, 10:01 AM   #10
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My conjo (Imppy lvl38) experience with areas is:

Terror, Terror, dead, resurrect. But on the bright side sometimes I last three terrors.

With my knight (Impper lvl39) I rely on blocks and resist knock downs because I know the barbs and south cross are right behind the terrors. But maybe the knight should only be able to protect him/herself, and less so groups.

Reducing the mass protection auras could be a plus as it would cause those without blocks to back away and support the barbs and knights more when it kicks off. I guess it would be more like the battles "as seen on TV". Infantry soldiers engaging on the front line and getting bloodied, medics/support healing and buffing at the rear and the artilliary on the flanks protecting the healers and picking off the enemy with their range.

Also without the knight protection/mass auras, the warlocks might think twice about getting too close when casting terror.

Then again what do I know?

Impp (Hunter lvl 41)
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