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Dots in raids
Kusaijshi
Member, Alpha One, Adventurer
Does somebody know if they Talked about dot damage in Big groups like raids/pvp.
I Played some games where the same dots overwrote the dot from players who acktivated there dot 1 sekend earlier.
I really dislike this System because you Lower the damage Output from some classes if there are more then 1 in a group/Raid.
Instant damage classes without poison/Flame dot etc deal the same damage.
So is it possible to give a Boss mob/player in pvp 10 times the same dot or will it be replaced with just new timer when Used from 2nd player
I Played some games where the same dots overwrote the dot from players who acktivated there dot 1 sekend earlier.
I really dislike this System because you Lower the damage Output from some classes if there are more then 1 in a group/Raid.
Instant damage classes without poison/Flame dot etc deal the same damage.
So is it possible to give a Boss mob/player in pvp 10 times the same dot or will it be replaced with just new timer when Used from 2nd player
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Comments
We don't know enough about the games combat to say for sure, but I can't see Intrepid doing something this amateur.
But its bad if there are 2 assasins with poison but only 1 Gould be up at the same time ^^.
But when there is no Information i will wait and watch .
Ty for awsners
I can still only think of 1 MMO that did it. I know of one other MMO that came out a month before the one in question that didn't have this limitation, so I would think it is a limitation in the minds and imagination of the developers, more than a technical limitation.
Its a "newer" game i Played with that "good" mechanic. If the devs want to do it they still can do it today.
Its a Bad System in my eye but warte to be sure.
I don't like it when debuffs are limited, but you could have a lore reason for it. Too much magic on one creature might oversaturate a creature. Like putting too much sugar in water.
I don't think AOC will be like this, but I could live with it if they decided it was to promote strategy.
If I had more time, I would write a shorter post.
I can fully understand not wanting the same debuffs to stack.
If debuffs stacked, I'd build a raid based around dealing one type of damage, and thus one type of damage reduction. This leaves the only check left in place to be caps, and any system that has caps as it's only check is not a good system (players should never reach any cap - they should be theoretical, not actual).
However, DoT's shouldn't be considered debuffs - even if the DoT has a debuff component to it. Making this association is poor design.