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AdamG Mythic Developer
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1.   Incoming 1.2.1 GTAoE Changes 03-27-2009 05:19 PM
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Evening,

 

Over the past few weeks there has been alot of concern about the power level of GTAoE spells in RvR. Specifically spells such as Rain of Fire, Pit of Shades, and Tzeentch's Firestorm. The largest issue with these spells comes from multiple casters placing the same spell at  the same location or choke point, stacking large amounts of damage players just can't get through.

 

The below image illustrates exactly how the spells work on the current 1.2 version. As you can see each of the Bright Wizards casting Rain of Fire in this example hit their full complement of 9 targets, and where they overlap there is massive death and destruction.

 

http://mythicmktg.fileburst.com/war/us/herald/images/community/1.2-AE-Diagram.jpg

 

In 1.2.1 we will be adjusting GTAoE spells so that the damage will not stack with somebody being effected by the same spell. For example using the same 3 Bright Wizards the damage would be allocated until every target was hit one time by Rain of Fire.

 

http://mythicmktg.fileburst.com/war/us/herald/images/community/1.2.1-AE-Diagram.jpg

 

This is identical to the way that similar GTAoE spells like Dissolving mist and Napalm Grenade already work. Ultimately what this means is the following

 

  • A single Caster is unaffected by this change
  • Multiple Casters casting on large groups of targets (>9) will distribute the damage more evenly over an entire crowd. No single player will get "Melted" by 3 of the same GTAoE spells
  • Multiple Casters casting on small groups of targets (<9) will no longer gain any significant increase in DPS by stacking these spells.

 

We have specifically targeted GTAoE spells for this balance fix due to the risk vs. reward of using them. They have significant advantages over targeted AoEs which need LoS to cast, and PBAoE / CAoE spells which require to get close to the fight to be effective.

 

In the future we will continue to watch at AoE damage in general tuning the various types of spells so that they remain useful but not situationally exploitable.

 

Thanks,

 -Adam


 

Adam Gershowitz
Design Director
Warhammer Online : Age of Reckoning
 
AdamG Mythic Developer
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2.   Re: Incoming 1.2.1 GTAoE Changes 03-27-2009 05:20 PM
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To Clarify the following abilities are effected by this change

 

Bright Wizard

  • Rain of Fire

 

Sorceress

  • Pit of Shades

 

Magus

  • Firestorm of Tzeentch

 

In addition the following existing spells in game already function this way

 

Engineer

  • Napalm Grenade

 

Magus

  • Dissolving Mist

 

-Adam


 

Adam Gershowitz
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Warhammer Online : Age of Reckoning
 
Timeless
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3.   Re: Incoming 1.2.1 GTAoE Changes 03-27-2009 05:25 PM
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I like this particular change, as it should make narrow areas more survivable for the squishiest of classes. We'll have to see if this is the medicine needed for the problem once it hits a testable environment.

 

 

Question though - will it be first cast of the GTAoE that determines who gets hit, or will it be determined in another way? I'm not entirely brushed up on how the mechanic works with Dissolving Mist/Napalm Grenade.


 

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ShadowWAR
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4.   Re: Incoming 1.2.1 GTAoE Changes 03-27-2009 05:27 PM
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Woooohoooo!
 

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saffuris
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5.   Re: Incoming 1.2.1 GTAoE Changes 03-27-2009 05:28 PM
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in away it kinda sucks but it is a much needed nerf. Now can you tell us when this goes into effect??
 
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6.   Re: Incoming 1.2.1 GTAoE Changes 03-27-2009 05:28 PM
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YAY! Good job with this one. This is a much better methodology.
 
Testpig
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7.   Re: Incoming 1.2.1 GTAoE Changes 03-27-2009 05:28 PM
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hey adam,

thanks for the adjustment.

 

However you stated risk vrs reward.. thank you using that as the means for balancing.

 

Being said.. is there any plans to improve the PBAE for both sorc and BW to have a much larger Damage burst. Currently the Sorc/BW PBAE is all risk, and no reward, being that the damage out from both of these spells are indeed minimal. 

 

Please improve the power of these spells do to the major risk sorcs/bws would have to put themselves into to use properly. (in keeps would be directly near the tanks walls... in open field would be in the middle of the enemy front).

 

thankyou.


 

-testpig

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Trolling these boards since 2005
 
AdamG Mythic Developer
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8.   Re: Incoming 1.2.1 GTAoE Changes 03-27-2009 05:28 PM
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Timeless wrote:

Question though - will it be first cast of the GTAoE that determines who gets hit, or will it be determined in another way? I'm not entirely brushed up on how the mechanic works with Dissolving Mist/Napalm Grenade.


Think of the casters in the diagram as

 

  • Red - First Spell Cast
  • Blue - Second Spell Cast
  • Yello - Third Spell Cast

 

This means that the first caster will hit his / her maximum number of targets (in this case 9), the second caster will select its targets not already effected until it hits max, or runs out of targets, abd so on.

 

Also keep in mind if Caster #1 spell ends before Caster 2 or 3 then their spells will hit more targets on the next tic of the spell after the first caster's spell is over

 

-Adam


 

Adam Gershowitz
Design Director
Warhammer Online : Age of Reckoning
 
Anglakhel
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9.   Re: Incoming 1.2.1 GTAoE Changes 03-27-2009 05:29 PM
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This is a nice start, but please, please, please give Real LoS to GTAoE.

 

The "Camera LoS" is totally ridiculous and open to exploitation.  GTAoE should require Real LoS from the Caster to the spot on the ground they are Targeting. 

 
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10.   Re: Incoming 1.2.1 GTAoE Changes 03-27-2009 05:29 PM
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This is a step in the right direction however this doesn't change the fact that a single rain of fire can hit for 1k+, which doesn't solve the problem of melee being instantly owned.

 

So any news on possible resist cap changes to further change the AoE problem? Maybe 60% soft cap????? 50%???

 
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11.   Re: Incoming 1.2.1 GTAoE Changes   [ Edited ] 03-27-2009 05:32 PM
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 How does this work on ramps, where there is an elevation difference?  Does anyone in the reticle, even if it is sloped down the ramp, still get affected by a single instance?

Message Edited by Werit on 03-27-2009 05:34 PM

 

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12.   Re: Incoming 1.2.1 GTAoE Changes 03-27-2009 05:33 PM
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This change is neat, but nowhere near enough.
 
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13.   Re: Incoming 1.2.1 GTAoE Changes 03-27-2009 05:37 PM
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But different TYPES of GTAOE will still stack, correct? One Rain of Fire (BW) will stack with One Napalm (Engineer)?
 
Neptun
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14.   Re: Incoming 1.2.1 GTAoE Changes   [ Edited ] 03-27-2009 05:37 PM
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That sure is a great start. This was a major game breaking issue in fort defenses and such. I know because I play on Volkmar, a broken server where order sacks IC multiple times per day and destro ever only took 1 fort since 1.2, and that was one of the issues we faced.

 

The damage of RoF and the wildfire tactic needs to be fixed as well. Currently I am getting crit by a RoF dot for about 1500. That is a spell which can be cast from 80ft behind a rock, with a 30ft radius with 10 ticks and is up every other 10 seconds. With the death zone, nobody even makes it to the BWs (of course considering we can see them because they are generally spamming this from another building, room, floor etc).

 

Every single BW on my server has respecced AoE because of 1.2. We are hoping these changes will put this madness (for us melee dps) to an end.

 

Please tell me this is not the only AoE change that's in the works. It will not be sufficient for us. A good step though...

Message Edited by Neptun on 03-27-2009 05:38 PM

 

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Testpig
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15.   Re: Incoming 1.2.1 GTAoE Changes   [ Edited ] 03-27-2009 05:38 PM
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it wont be based on elevation difference. it will be based on who is being effected.

 

Guys, this is a good starting point to balance out the spell. The Caster is still going to be doing strong damage on the spell. However, the players will only be affected by 1 RoF/ PoSat a time(in theory). You wont have 2 stacking RoF/PoS effecting you at the same time.

 

Think of it more like this...

 

caster 1 cast RoF, 4 seconds into the spell, Caster 2 Cast RoF.. The enemy players will only take damage as if they are just standing in 1 RoF for 12 seconds.. instead of taking damage for standing in 2 RoFs.

 

If both casters cast it at the same exact spot at the same exact time.. you will only take damage from 1 RoF for 8 seconds.

 

if 12 Casters cast it at the same exact spot and at the same exact time.. you will only take damage from 1 RoF for 8 seconds.

 

with this change, they really need to improve the PBAE spells on both sorc and BW. currently they are highrisk, low reward.

Message Edited by Testpig on 03-27-2009 05:40 PM

 

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Werit
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16.   Re: Incoming 1.2.1 GTAoE Changes 03-27-2009 05:42 PM
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I think it is a good change, but I do wonder about the consequences.  The damage from single instances should be easily handled by group heals.  Will we return to indefensible keeps, where melee just barrels through?  We'll have to see I guess. 
 

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Diesel323
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17.   Re: Incoming 1.2.1 GTAoE Changes   [ Edited ] 03-27-2009 05:43 PM
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Well this is a good start. Hope more good news in the future like resist caps and such.....

 

Maybe change WP curse dispell and grp heals in general for both order and destro.

Message Edited by Diesel323 on 03-27-2009 04:45 PM

 

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Hrafnkel
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18.   Re: Incoming 1.2.1 GTAoE Changes 03-27-2009 05:44 PM
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Completely agreed. It was kind of stupid when a party of 8 could kill like 4 warbands >.>

 

Good job dev team for actually listening and paying attention to your community.

 

-Hraf

 
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19.   Re: Incoming 1.2.1 GTAoE Changes   [ Edited ] 03-27-2009 05:44 PM
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This design change is kind of fail.  It seems so much more simple to just nerf the damage aoe does and/or raise the resist cap.  IMO for all classes it should be a choice of...do a lot of single target damage or mediocre aoe damage.  Attack A (single target) hits target for 600 dmg, Attack B (aoe) hits for 150 dmg to multiple targets.

 

The way this fix seems to turn out is if an Engi, a BW, and a Slayer are spamming aoe on the same spot it means 2 of them in reality are doing nothing but burning AP, lawl.  But I guess they deserve it for being mindless aoe spammers, so I dunno.

 

EDIT: I didn't realize it was only for the same spell stacking.  But still seems like a weird fix, a lot of people are going to be standing around draining their AP for no reason and RoF will still tick for 1k+ plus.

Message Edited by Teddymonster on 03-27-2009 05:55 PM
 
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20.   Re: Incoming 1.2.1 GTAoE Changes 03-27-2009 05:46 PM
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This is a good change but its not going to prevent aoe stacking as a whole. Resist nerfs are the real root of all evil, casters can still stack different spells of aoe and deal the hurt out. Remeber, a single rain of fire can crit upwards of 1500 and just because another BW can't stack his ROF on top of that, doesn't mean an engineer cant throw a napalm grenade and dish out some hurt as well.
 
vVv_LordJerith
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21.   Re: Incoming 1.2.1 GTAoE Changes 03-27-2009 05:46 PM
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This is the right fix.  Great job!
 

Jerry Prochazka
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Roe
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22.   Re: Incoming 1.2.1 GTAoE Changes 03-27-2009 05:54 PM
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I agree it's a great start, but it's just that... a start. LoS still needs to be implemented for both AoE damage spells and AoE Heals.
 

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23.   Re: Incoming 1.2.1 GTAoE Changes 03-27-2009 06:01 PM
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Looks like a good start.
 
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24.   Re: Incoming 1.2.1 GTAoE Changes 03-27-2009 06:02 PM
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Thanks for the update, Adam!
 

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25.   Re: Incoming 1.2.1 GTAoE Changes 03-27-2009 06:03 PM
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I resubbed because it seemed like the BW actually had a use again... after this I might as well unsub due to taking it in the shorts, again.  They won't fix single target dmg so that it's viable, they won't change KB and Root to something useful like a snare so we can actually have a minute chance of escaping the melee horde.  All that was really left was AoE builds for defending keeps. 

 

They should be removing chokepoints so that AoE can't be stacked just in one place.  Instead they nerf the crap out of the so called "glass cannons" when in reality they already were paper pea shooters.  Not one game has ever gotten the "Wizard/Mage" class right.  All they do is nerf nerf nerf.  

 
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