Is this a good idea? 24 Yes No Das Ergebnis ist nur für Teilnehmer sichtbar.

Right now the Cursed Staff is extremely underpowered, the DoT effect does the same damage over 10-15 SECONDS while the primary damage ability is extremely lackluster being an easily interrupted channel spell.



The Fire Staff instant nuke does the same damage as the DoT effect which makes absolutely no sense!



I suggest that the DoT effect damage be drastically increased to force more skillful play and actually encourage the use of cleanses (or healing through the damage).





I'm sure many of us have seen the meteor GIF of the group of 10 or so players getting instantly killed by a well-placed meteor- the anti-zerg mechanics in effect so to say BUT- this doesn't encourage any type of skillful play or organization from zergs, simply put abilities like the meteor only encourage mindlessly charging at each other and throwing down AoEs or dancing around each other due to fear from both sides committing to the fight.



How can we add anti-zerg mechanics into our abilities while also encouraging skillful play from both the zerg and small group?



On the same tier that meteor and other such AoEs are available you can add a similar AoE ability to the Cursed Staff in one of two ways:



1. A targeted AoE ability similar to the nature staff ground targeted root that applies a damage over time effect based that snapshots it's damage based on the initial players hit in the AoE.

This AoE will scale HEAVILY based on number of players hit however the damage will still be over 10 or 15 seconds, giving ample time for a raid to call for a cleanse or heal through the damage if they must.

I suggest this DoT deal extremely high damage if 6 or more players are hit by the ability- 100% average player life or more based on testing (this forces zergs to heal and call for cleanses adding an extra layer of gameplay to larger groups, while giving smaller groups the ability to damage the zerg heavily BUT NOT INSTANT KILLING THEM WITH METEOR)!



2. A single target AoE spreading disease type ability that increases in damage the more it spreads! This adds an extra layer of depth and gameplay by forcing players to quickly call out for cleanses and isolate themselves from the zerg in order to avoid spreading the disease DoT to the rest of the group!



I suggest the damage to start at approximately 40% of an average player's hp over 10 seconds, and further increasing by 20% or so every time it spreads to another player- quickly ramping up to killing players in 5 seconds or so if it spreads to 5 or more players.



This sort of mechanic can be the start to making Albion an amazing game that isn't just mindless zerging and charging into each other. This particular idea is a much better implementation of anti-zerg mechanics than simply having a meteor end the battle instantly. You want to encourage organized and engaging gameplay in PvP.