Post by Ludullu on 2022-07-11 21:05:54
I think targeted aoes that require a debuff from another class (ideally a targeted ranged action ability) and that do aoe dmg based on how much dmg you did to the target would be great to bring "balance" of skill lvls for both sides.
Let's say you have a thin squishy rogue running together with a fairly big group of his allies towards some place during a siege. Their enemies see the rogue and know that he's squishy, so they target him with an action ability to put a debuff on him and then try to blow him up with a targeted aoe that would do huge damage to the group because it would do a ton of dmg to the rogue (especially if the enemies throw some other debuffs onto him).
Now, the rogue should be able to mitigate or directly avoid the damage to himself and, more importantly, to the group. It could come in the form of iframe dodging or a short-timed evasion buff, or just splitting from the group, or debuff cleansing from the supports, or some detargeting and going into stealth so that he can't be hit with an aoe, or anything else that I can't come up with rn.
Rogue would have to be aware of his surroundings in order to react in time (this is where that "sniping" with the action ability could come into play) and would have to know what to do in that split second, in order to save his group. And the enemies would have to have a good action "sniper" to properly lead the target and hit the rogue in a group, instead of anyone else. And the AOEer would have to immediately cast his ability, in order to give the rogue the least amount of time to react.
We could even have the aoe be castable w/o the debuff, but if there's no debuff the aoe would do miniscule dmg or just be a single target mid dmg ability. So the aoe side would have to time their hits perfectly, to ensure no time for the rogue to react.
And you could have several such interactions to counter zergballs. it could be chained timer debuffs that then explode, so the targets hit with them would have to disperse immediately. It could be aoe debuffs that link targets together and boost single target dmg by a lot if the link is broken (by running away from other linked people), so now the targets gotta stay together for the duration of the debuff but are now huge targets for other mmos.
There's a ton of potential counter-zerg designs, on top of the body collision and just aoes existing. I hope Intrepid comes up with something interesting and skill intensive.
Let's say you have a thin squishy rogue running together with a fairly big group of his allies towards some place during a siege. Their enemies see the rogue and know that he's squishy, so they target him with an action ability to put a debuff on him and then try to blow him up with a targeted aoe that would do huge damage to the group because it would do a ton of dmg to the rogue (especially if the enemies throw some other debuffs onto him).
Now, the rogue should be able to mitigate or directly avoid the damage to himself and, more importantly, to the group. It could come in the form of iframe dodging or a short-timed evasion buff, or just splitting from the group, or debuff cleansing from the supports, or some detargeting and going into stealth so that he can't be hit with an aoe, or anything else that I can't come up with rn.
Rogue would have to be aware of his surroundings in order to react in time (this is where that "sniping" with the action ability could come into play) and would have to know what to do in that split second, in order to save his group. And the enemies would have to have a good action "sniper" to properly lead the target and hit the rogue in a group, instead of anyone else. And the AOEer would have to immediately cast his ability, in order to give the rogue the least amount of time to react.
We could even have the aoe be castable w/o the debuff, but if there's no debuff the aoe would do miniscule dmg or just be a single target mid dmg ability. So the aoe side would have to time their hits perfectly, to ensure no time for the rogue to react.
And you could have several such interactions to counter zergballs. it could be chained timer debuffs that then explode, so the targets hit with them would have to disperse immediately. It could be aoe debuffs that link targets together and boost single target dmg by a lot if the link is broken (by running away from other linked people), so now the targets gotta stay together for the duration of the debuff but are now huge targets for other mmos.
There's a ton of potential counter-zerg designs, on top of the body collision and just aoes existing. I hope Intrepid comes up with something interesting and skill intensive.