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View Poll Results: To What Extent Do You Think AoE Should Be Changed?
A complete overhaul/re-working of AoE is required. 123 36.83%
Major changes to AoE are needed, but nothing extreme. 129 38.62%
I'm unsure of how much AoE needs to be changed. 22 6.59%
A few tweaks here and there, but nothing major. 51 15.27%
No changes needed, AoE works fine the way it is. 9 2.69%
Voters: 334. You may not vote on this poll

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Old 03-27-2009, 01:23 PM   #1
PhoenixRed
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WAR Community Poll: Area of Effect

In conjunction with WAR Vault, we present to you yet another WAR community poll! Here's their version of the poll.

Today we're looking at something that is no doubt on the minds of our RvR'ing community, and that is AoE. It's no secret that AoE has been a hot topic of debate as of late, and we're looking to see what you would do if you had the opportunity to deal with this yourself. To what degree would you fix the AoE issue?

Please note we are referring to all Area of Effect spells - damage, healing, PBAoE, and the like.

Vote today, and let us know your thoughts, and as always, keep it constructive.

UPDATE: Adam Gershowitz has posted an update to the AoE situation here, read before posting.
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Old 03-27-2009, 01:33 PM   #2
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At this point, I wouldn't fault them for rolling back all class changes to pre 1.2 until they can figure something else out. edit: Had this been an option, I would have voted for an immediate hotfix for it.

I voted for a complete overhaul because about every aspect of AoE is broken from sorc/bright wizards to group healing, to the magus/engineer power gap
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Old 03-27-2009, 01:33 PM   #3
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It needs re-working from the ground up, in my opinion.

MU - AoE was great for grinding, horrible for PvP

Lineage 2 - AoE was ok for grinding, rubbish in PvP

City of Heroes/Villains - AoE was amazing for grinding, terrible for PvP

WAR - AoE is fantastic for grinding, godlike in PvP

Anyone else seeing the mistake here?
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Old 03-27-2009, 01:45 PM   #4
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AOE needs some serious reworking. When an AOE power is the same or better than a single-target power there is a problem. Seems like damage needs to be cut by about 2/3s plus line of sight restrictions needs to be enforced.
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Old 03-27-2009, 01:45 PM   #5
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Quote:
Originally Posted by LeonHart View Post
It needs re-working from the ground up, in my opinion.

MU - AoE was great for grinding, horrible for PvP

Lineage 2 - AoE was ok for grinding, rubbish in PvP

City of Heroes/Villains - AoE was amazing for grinding, terrible for PvP

WAR - AoE is fantastic for grinding, godlike in PvP

Anyone else seeing the mistake here?
hmmm..yeah... but no... if u want it to continue that trend ur crushing several careers/paths... magus/engi are 2 careers that are basically designed for AOE as its main path... all I want to see is resists raised form the current 45% to say... 60%.. dmg toned downed a bit....just enough.. not too much... and single target being buffed

the problem with this is that knowing mythic ... they will nerf all caster aoe.. and as it is... if magus aoe is nerfed.. they will finally destroy the class, they have already nerfed magus a tonload and its already a crappy class compared to its mirror or any other caster dps for that matter... so... I hope they do some sort of fix... but dont over do it, aoe must be viable for pvp ... but not the only option
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Old 03-27-2009, 01:46 PM   #6
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AoE Madness!

Well, to be honest there is very little changes needed to be done to AoEs. The main thing is to reduce it's dmg. I was thinking around the lines of 800dmg average on a med-very well geared caster. So when it crits it would do around 1500dmg-ish when a very geared toon uses it. Currently you can have crappy gear and do this type of dmg, which isn't right.
Single target non-dot casting spells should be hitting around 1500 dmg and around 2500 from very well geared toons again. These are 3 sec (feels like 6 sec) casting abilities and there is a reason why it takes to long to cast, because it hurts!
Dots need love to. Dots should NEVER take 10 sec for full dmg unless it hits HARD once timer expires. For example; There is a Dot that would do 12k dmg over 10 sec. For every 2 sec you would take around 250 dmg a tic. 250 dmg isn't threatening at ALL to healers. Their Sneezes can outheal these dots. The only way a person dies from dots is A) They are at about 10% health or B) They get ignored from heals for some reason.

AoE's needed LESS love and single target casting and Dots actually needed more.
Single target casting needs to do more dmg and Dots need less time to complete their dmg.

That is my 2 cents.
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Old 03-27-2009, 01:49 PM   #7
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I voted for a rework of the whole thing.

The risk vs reward aspect is totally trashed. PBaoE does very little damage on a BW, and has the highest risk. GTAoE does the most, which has the least risk.

That shouldn't be.
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Old 03-27-2009, 02:01 PM   #8
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in other games there is NO collition

in daoc aoe was weak / mediocre , but it served as interupting, in contrast pbaoe was VERY strong and it made ppl spread out so they dont die like n00bs

in war collition and VERY small zones / scenarios / choke points make aoe very powerful

so its either no aoe or new zones....imo
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Old 03-27-2009, 02:07 PM   #9
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hmmm..yeah... but no... if u want it to continue that trend ur crushing several careers/paths... magus/engi are 2 careers that are basically designed for AOE as its main path... all I want to see is resists raised form the current 45% to say... 60%.. dmg toned downed a bit....just enough.. not too much... and single target being buffed
Oh don't get me wrong, it should be viable, but let's say AoE damage against 9 targets, total damage should equal single target damage to 1 target. So, 9 ST attack against 9 poeple, is the same as 9 AoEs stacked on the same 9 targets.

Ok, perhaps not quite that balanced, but I hope you get my general direction.
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Old 03-27-2009, 02:24 PM   #10
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Guild Wars got AoE right WITH collision. It was dangerous, but not overpowered. Single target spike killed faster, as it should. It's obviously not impossible.
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Old 03-27-2009, 02:28 PM   #11
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GTAoE Update: http://forums.warhammeronline.com/wa...ge.id=416#M416

How do yall feel about that?
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Old 03-27-2009, 03:06 PM   #12
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GTAoE Update: http://forums.warhammeronline.com/wa...ge.id=416#M416

How do yall feel about that?
That.. that's a great start, actually.
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Old 03-27-2009, 03:28 PM   #13
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Originally Posted by Nattfodd View Post
GTAoE Update: http://forums.warhammeronline.com/wa...ge.id=416#M416

How do yall feel about that?
It's ok. But, it takes away one of the main weapons of BWs, effectively dampening it's damage output.

I don't know about you, but I've snuck by enemy players who use AoE, in choke points even due mainly to the reason that there's a cooldown. Of course, BW's do have a tactic that reduces that cooldown, however it's a learned tactic that compliments RoF.

It seems that the damage output for RoF is high. But, why not increase resistances? By eliminating the chance to stack RoF you've made on aspect of the BW impotent.

I've played my BW since Warhammer went live. She was incredibly powerful going into t1 and t2, a bit less in t3, then all hell broke loose when it seemed that RoF wasn't doing very much damage at all (this came with one of the patches), then 1.2 hits and its like lava is pouring from the heavens. That was, in this BWs opinion, too powerful. Dampen the damage output a little, increase resistances and those coupled together would increase survivability for the opposition. Stacking RoF should do as its doing right now - stack damage per the first example you showed in your post.

LOS issues should also be resolved. Its a bit pathetic to see my fellow BWs, among other classes using LOS exploits, ie. hiding behind a wall and casting RoF on the unsuspecting enemy when there's no way I could see them, nor the area where I was casting the spell.

Just my 2 cents.

Good luck and see you on the battlefield!
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Old 03-27-2009, 03:35 PM   #14
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Well, I just hope they leave the engineer/Magus out of an AoE fix. We are weak compared to the other classes AoE...which shouldn't be.
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Old 03-27-2009, 04:40 PM   #15
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I voted for minor changes. At least minor changes over time and not trying to rework the whole system all in one go. The bigger the change the more likely for unintended problems coming up. If they rework the whole system and don't keep anything like it is then they basically have to throw out all of the data they have now because it doesn't mean anything.

Fewer minor adjustments as they go is the best way for balance. Also minor changes are much quicker to get through the whole development and deployment process, so they can start making changes soon, rather then having to wait a huge amount of time to get everything changed before anything at all is changed.
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