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AoEs: Should a lot of AoE attacks allow for player reaction to affect how they're damaged?


Abelisk.4527

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What I'm saying is: should Holographic Shockwave from Holosmiths be like a fast-moving wave that can be jumped over? Should a Scourge's Sand Swell be more of a cluster of very small AoEs rather than one AoE? Should Firebrand's Scorched Aftermath be a cluster of growing AoEs around a massive area? Should Guardian's Divine Intervention have a beam of blue light point to you for half a second before they teleport?

These questions pose possibilities for skills where reactions would be able to serve as a reward to players who can identify certain powerful skills' weaknesses.

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Regarding the jump thing. Jumping has no cost/risk attached to it and would be a bad counter (holo 5 would be useless against any "good" player that isn't CCed already. The animation should change tho given how it looks exactly like all the PvE jump to Dodge skills (which means playing too much pve can give you had habits temporarily).

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