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[Suggestion] Heaven's Fury and Quake Scaling Improvement

Posted: Thu Nov 03, 2016 11:13 pm
by Luuca
Heaven’s Fury and Quake have lost 1/3 of their effectiveness and have not scaled in line with the new RDPS Range and Damage improvements.

Heaven’s Fury and Quake are 3 second stagger effects, cost 45 AP, have a range of 40 feet, and a 20 second Cooldown

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Both are available for a 10-Point spend for the Knight of the Blazing Sun and Chosen in their respective trees.

These abilities were meant to provide the respective teams with a 3 second stagger of the enemy to perform the following functions:
1. Quell enemy backline RDPS and Healing momentarily
2. As an anti-kiting measure, counter to group snares like Sticky Feets and Mistress of the Marsh
3. A method of interrupting an MDPS train allowing the target to escape/heal up.

With the recent changes to RDPS distances for both the Engineer class and the Magus, stationary RDPS is able to “set up” at much greater ranges from the “front line” even behind the healing lines at time/circumstances and as such, in order for a player wishing to use HF or Quake for purpose #1 above, they are forced deeper and deeper into the enemy backlines while at the same time, their healers are being forced further and further back away from the front lines to avoid the extended range of the newly extended RDPS. It places the Tank player in an untenable situation when the party is under heavy fire and actually needs the break in the action.

The current range of 40 feet for both Heaven’s Fury and Quake places the ability well out of the reach of a class able to reach targets at ranges of over 100 feet. If fact, at 40 feet, it serves only purposes #2 and #3 above because in order for the tank to reach the “new” backlines, he effectively has to travel out of normal heal range, away from his group, to reach them, putting the tank and possibly an MDPS guard target in a horrible positioning situation.

I do not believe that the intended consequences of extending the range of two classes within the game was to relegate HF and Quake to 2/3rds of it’s potential, but the changes to the RDPS range has essentially done this. Yes, I will agree that it is still 2/3rds effective; however, it has been clearly outclassed by the new RDPS standards.

The solution to this is simple. Extend the range of HF and Quake back out to its original 65 foot range, increase the AP cost to its historical 50 AP cost and leave everything else about it alone. This change will restore HF and Quake to their full effectiveness while not enhancing the ability beyond it desired/intended effect.

AoR Quake Tool Tip for reference:
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Re: [Suggestion] Heaven's Fury and Quake Scaling Improvement

Posted: Fri Nov 04, 2016 7:31 am
by Natherul
First off, the image links do not work (at least for me).

But more importantly why did you not make this a proper gameplay and balance proposal? This is not the place really for this kind of a topic, and that forces me to lock the thread, But I highly encourage you to raise this into the gameplay and balance subforum. so a discussion can be had about it (I will not move the thread in case you want to make some adjustments to the post to better serve the rules of that particular subforum)