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Meteor shower bugged in wvw.


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You changed it so that each unique target gets scaled down damage per meteor. Ie. First hit is 10k, second is 8k, third is 6k etc. Which is fine for pve. In exchange you buffed the initial hit's damage.

In wvw though, each target is considered unique so each target takes the increased initial hit damage. Which is again fine in pve, but the second meteor to hit you just kills you outright in wvw. It does so much damage that it has no chance to scale down on each unique character target.

This either needs reverted or you need to change the functionality of MS to consider each hit towards a total instead of using different modifiers for each unique target.

Currently:First target takes 20k, 18k, 16kSecond target takes 20k, 18k, 16kThird target takes 20k, 18k, 16k

What it needs to be:First target takes 20kSecond takes 18kThird takes 16kEtc

So instead of one MS killing everyone who can't run out of the radius, it nukes each person successively less- which allows for counterplay. As it stands 8 weavers and 2 scrappers can wipe a 50 strong zerg from stealth.

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Functionality didnt change in last patch and it doesnt need to change. Damage per hit should only be reduced for unique targets (which is the case now), not for everyone (which you think needs to be/is bugged). What's the point of big, channeled multi hit aoe if 5th target hit would take no damage?

The bugged part is damage done in general, which is a lot higher than usual.

And that's not how stealth works.

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@steki.1478 said:Functionality didnt change in last patch and it doesnt need to change. Damage per hit should only be reduced for unique targets (which is the case now), not for everyone (which you think needs to be/is bugged). What's the point of big, channeled multi hit aoe if 5th target hit would take no damage?

The bugged part is damage done in general, which is a lot higher than usual.

And that's not how stealth works.

By reducing the power coefficient per strike, it still has front loaded damage but only nukes one person instead of 10. Each successive hit should benefit less and less from power to compensate.

And that's exactly how stealth gyro works. 10 man flank group of weavers in stealth can wipe 50 right now

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@Egorum.9506 said:

@steki.1478 said:Functionality didnt change in last patch and it doesnt need to change. Damage per hit should only be reduced for unique targets (which is the case now), not for everyone (which you think needs to be/is bugged). What's the point of big, channeled multi hit aoe if 5th target hit would take no damage?

The bugged part is damage done in general, which is a lot higher than usual.

And that's not how stealth works.

By reducing the power coefficient per strike, it still has front loaded damage but only nukes one person instead of 10. Each successive hit should benefit less and less from power to compensate.

And that's exactly how stealth gyro works. 10 man flank group of weavers in stealth can wipe 50 right now

Each hit is benefiting less and less, but on same target. That's how it worked since february/may, when they made MS changes.

They can wipe 50 because MS is bugged, but can't do that from stealth since you can clearly see gyros and eles would get out of stealth for every hit, which is during all 9 seconds of MS. Stealth also dont change the fact that aoe circle appears after 2 seconds, so the effect is same if eles are in the middle of melee blob, clouding around enemy or hiding under gyro.

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