I'm still comfused on why ALL auras were limited to affect 20 players. I know it was done to "fix" the problem with AoRP. However, the cap limits the teams' overall efficiency.
For example,
During Dino fight, Supports tend to come closer to tanks so their auras reach them. Unfortunately, that means taking a spot at melee dps pile which is usually cramped.Sometimes players will get unintentionally "pushed" to Dino's attack range(e.g. Tailswipe, Hungering Maw, Breath atk).
Can't the aura cap be higher than 20? Better yet, is there a permanent solution to stacked AoRP so it doesn't disable Blocking? If that problem can be fixed, there won't be a reason for an aura cap.
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To be honest? 20 is still way too high, both for balance and performance. It should be 5~10. It was placed at 20 to account for pets. However, there may be some changes coming up in the future that lower the amount of players these auras can affect per person but allow a few extra slots for personal pets.
That being said, lowering auras down to 10 allies would certainly cause a hullabaloo. It would certainly be an increase in difficulty to Cosmics (and event bosses).
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
What the point of giving pets aura spots when pets are complety useless in ENDGAME?
This will definatly won't become more popular in cosmic battles
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I'm sorry but this is just horrible news, limiting the target cap to 5-10 players will just ruin the support role in Endgame
not to mention the current strategy of Eidolon, when this mess happens
Epic Stronghold
Block timing explained
but how many BUFFS do we have that they are not auras?
If you want to buff teamates you need auras, so its both passive and active support
Regarding the lower cap, I can't shake the idea that this will unintentionally cause discrimination. Supports will prioritize teaming up with veterans while beginners will be left auraless.
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You become the pillar that makes your team awesome. Pillars may stand there, but they're still important. Just taking an aura is at the expense of other things your toon could be doing. Most people are going to do other things anyway just because permablocking is boring and probably not enough to actually get anything from the winner's circle.
That's how it worked before TeamUp existed. If you were support and not an idiot, people would scoop you up into a team as soon as you showed up. Not good for the community though. We already have "vet" players gettin' all smug and smarmy when speaking about "lesser" folks. So, it'll just be more of that. Especially for Cosmics if people are dying more.
[at]riviania Member since Aug 2009
Unlike CO, which has poor AOE healing and buffs outside of the support Aura's. If support Aura's are going to be nerfed, then we need more active support powers in exchange. Because as designed..the most powerful buffs are those that require you simply "stand there". Even Protection Shield and Bionic Shielding are weak buffs when compared to auras. Not mention poor ally targeting. Which makes applying what active heals/buffs there are, very difficult.
Limiting auras, without fixing any of this doesn't help matters.
I stand here.
CO's support roles severely lack anything other than Passive Auras to buff their team. The only real supportive buff we have is, what, Redirected Force? And in using that during a Cosmic fight, you'll do what exactly? Stand there, not blocking, asking to die. That absolute %damage reduction doesn't do much good in such a fight if it isn't able to overcome something like Teleiosaurus's AoEs. What else do we have, Howl? A single stack of Furious, woo. Oh, and it applies Fear to enemies too? Eh, sounds more useful for Debuffing rather than Buffing.
IDF is a rather great buffing form, but therein lies a huge tradeoff for using it. Any potential damage or healing strength you would get from literally any other form is gone, all for about a flat 90~130 damage absorption. That can make quite the difference in normal gameplay. In cosmic fights? Better off running something else by miles with the amount of damage they put out.
The Sigils of Radiant Sanctuary suffer the same problems most powers which summon harmable entities do, being that they take up aura slots and don't last long enough to be worth the casting time. Oh, and Illumination? Another heal that makes already strong heals even stronger for a pretty short time. Dunno about you, but I'm kinda sick of the most valuable way of supporting simply being to heal more than the enemy can damage and standing around being a second passive for those that I fight alongside.
I wouldn't mind if passives themselves had the amount of people they affect drop down. But for larger-scale endgame stuff like Cosmics, we need more powers which are used to buff allies in order to compensate for the loss, or for the fights to be adjusted due to the change, maybe both. These auras being so powerful make them a huge crutch, but they're also valuable cogs in the machine that make these fights possible in the first place. Can't simply take the cog and make it smaller, have to add more of them to fit the missing space to keep the machine running.
And I will always be @DZPlayer122.
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