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Smoke Bomb Should Have a DoT

lvl99looterlvl99looter Member, NW M9 Playtest Posts: 682 Arc User
edited September 2014 in The Thieves' Den
I don't know, it just seems right. Plus it would increase DPS in dungeons a bit.
Post edited by Unknown User on

Comments

  • edited September 2014
    This content has been removed.
  • teleroguetelerogue Banned Users Posts: 112 Bounty Hunter
    edited September 2014
    Smoke bomb should also hide the person(s) in it, like fog.
  • vteasyvteasy Member Posts: 708 Arc User
    edited September 2014
    hmm could be cool if it gave allies invis for a short amount. I dunno, it needs something
  • kweassakweassa Member Posts: 2,390 Arc User
    edited September 2014
    No. I don't agree it needs a DoT damage component on default.

    Smoke Bomb is actually a very powerful tool, an AoE daze with a signifcant duration (well.. significant for a TR anyway) and one of the only two useful CCs a TR has. I'm mostly content with the basic function and I do believe if SB receives a DoT damage component which is not just gimmicky, but actually powerful enough to deal significant HP loss... then I think that would be simply OP.


    What the SB needs is, IMO;
      immediate effect - currently SB is rendered useless more than half the time because even if the smoke is up, people can simply dodge/teleport/shift out. In some cases you can even simply walk out without ever being effected by it if you're off the epicenter and closer to the boundaries.
      related with the above, Smoke Bomb's AoE is not really too impressive. Add to that the fact that your movement is not effected at all, and then its simply a matter of "woops, smoke. Walk away" and done. This is less about smoke bomb and more about the CC "daze", but I think all dazes should be included with a slow effect in the first place. This same problem persists with Dazing Strike as well, as I've written in other posts as well -- you land a brilliant Dazing Strike on a relentless enemy, but to no avail - the guy simply walks away, and you can't land any combos with your self-rooting at-wills. Same problem with smoke bomb
      smoke screen effect - a smoke bomb effect, when it is in the LOS(line of sight) between the attacker and the TR, should provide significant penalties to the attacker. Its visual impairment, for crying out loud. Especially when the game's so unfrinedly to melees. Among the three melee classes in the game, the TR is: (1) the slowest in movement (2) the worst in gap closers (3) the most useless in CCs (4) the weakest in self defense (5) absolutely devoid of any clever utilities Powers like Smoke Bomb, both visually and thematically, should be giving considerable defensive qualities against at least ranged attacks. Just how accurately can you hit someone with your arrow or magic ball of energy, when the whole area is obscured by smoke? ...
    Or conversely, Smoke Bomb can have a similar effect without having to introduce new mechanics... simply, make the TR inside the Smoke Bomb have the same qualities as being in stealth. A simple, elegant, and effective solution. A time-limited, power induced pseudo-stealth. At least, unlike stealth, in this case you know where the TR is. He's inside that smoke. You just can't make him out :p


    ... and finally, yes, Smoke Bomb can perhaps some other component, extra damage or something, according to a certain paragon path or maybe feat path. I disagree with all TRs having the luxury of the new and improved smoke bomb, and I'd rather see the effect made available to a path which is deemed much weaker than the rest.
    Stop making excuses. Be a man.
    If you know something to be broken, stop using it.
    Otherwise, you've got no right to be speaking of 'balance.'
  • edited September 2014
    This content has been removed.
  • drogethxundussendrogethxundussen Member Posts: 13 Arc User
    edited September 2014
    Just to chime in: Path of the Blade with Smoke Bomb may not seem effective, but it's not bad at all. :)
  • lvl99looterlvl99looter Member, NW M9 Playtest Posts: 682 Arc User
    edited September 2014
    path of Blades hit cap should be raised too 2 in PvP, and 15 in PvE.
  • cookiecrisp15cookiecrisp15 Banned Users Posts: 532 Bounty Hunter
    edited September 2014
    path of Blades hit cap should be raised too 2 in PvP, and 15 in PvE.

    Sure gwf that supposed to be aoe dps monster is capped to 5 mobs but hey lets give tr aoe that hit 15!
  • kweassakweassa Member Posts: 2,390 Arc User
    edited September 2014
    Sure gwf that supposed to be aoe dps monster is capped to 5 mobs but hey lets give tr aoe that hit 15!

    ...and according to just who exactly, is a gwf supposed to be "AoE DPS monster?"



    You?
    Stop making excuses. Be a man.
    If you know something to be broken, stop using it.
    Otherwise, you've got no right to be speaking of 'balance.'
  • yoadoadyoadoad Member Posts: 182 Bounty Hunter
    edited September 2014
    Smoke Bomb needs more work than just a DoT. I don't think DoT damage changes anything at dungeons as well.

    As for PoTB with 15 PvE mobs, I feel like it's too much. It would also add A LOT of aggro at the TR, and that's aggro that he just can't handle. Instead of boosting the TR's AoE, increase his single target damage...
  • crusherbeastcrusherbeast Member Posts: 426 Arc User
    edited September 2014
    Sure gwf that supposed to be aoe dps monster is capped to 5 mobs but hey lets give tr aoe that hit 15!
    This is not gwf forum, go there and cry over this change.
    yoadoad wrote: »
    Smoke Bomb needs more work than just a DoT. I don't think DoT damage changes anything at dungeons as well.

    As for PoTB with 15 PvE mobs, I feel like it's too much. It would also add A LOT of aggro at the TR, and that's aggro that he just can't handle. Instead of boosting the TR's AoE, increase his single target damage...
    TR can handle any aggro. TR use stealth and there is no aggro. PotB and stealth problem solved.
    Tairev-TR(All kind of killing tools)
    Asha-DC(Faithful-Anointed Champion)
    Vilgefortz-CW(Thaumaturge-balance)
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