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Posted

This idea is inspired by the Nature set's ground targeted Lifegiving Spores.

 

The game has a range of aoe toggles which attach to an enemy target. They've always been a bit meh because especially in large teams, getting other players to leave the debuffed target alive as long as possible is tricky. To the point where those powers are barely up for a few seconds or just not used.

 

If those same abilities were ground targeted, they'd be MUCH more useful and used.

 

On the other hand I appreciate that some might enjoy them as they are, especially in PvP, where being enemy targeted would be superior.

 

But this doesn't have to be an either or. If players could choose then that might drastically improve the fun factor and popularity of those powers and sets. This could be done a number of ways, eg. splitting each toggle power into 3 (self, target, ground) with a shared cooldown or a new enhancement type.

 

IMO the split would be better both in terms of not interfering with existing enhancement schemes (eg. sets) and also offering players more flexibility.

Posted
11 minutes ago, Auracle said:

The game has a range of aoe toggles which attach to an enemy target. They've always been a bit meh because especially in large teams, getting other players to leave the debuffed target alive as long as possible is tricky. To the point where those powers are barely up for a few seconds or just not used.

This is why anchor buffs/debuffs were changed to remain active until the mob they're anchored to despawns, so if they're defeated quickly, their effect remains for a while. This won't help you if you chose to put your anchors on mobs that don't leave bodies when defeated -- ghosts, Tsoo Ancestor Spirits, Rikti drones, BP masks, etc. -- but does give you more time if your teammates insist on whacking the anchors first.

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