#Aeona stagger solution.

1 messages · Page 1 of 1 (latest)

knotty lotus
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Issue: people can ignore all lethal mechanics and Aeona can soak heal what are typically 1 shots over 15 seconds.

This causes a vast majority of players(mostly new) to never learn the game and end up in a group where they are expected to interrupt but have never used the skill or know which ability are even lethal.

Solution: If the damage from 1 hit is greater then 100% of the characters hp bar. It still 1 shots.

upbeat zenith
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Alternative solution: Aeona's spirit ability makes 100% of damage be staggered instead of ignored outright. (and stagger ticking is still paused for the duration of the effect).

That way, you still eat the punishment if you mess up, but the spell still has the ability to be used as a crazy pseudo-immune groupwide cooldown (which feels amazing from the healer's PoV).
...come to think of it, i feel it would actually be more engaging healer gameplay if you get to clear the stagger that comes in during the effect!

somber jetty
tranquil fog
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I'm all for the 100% stagger (already submitted it as an idea)... And the removal of the % stagger reduce skill, let Aeona clean stagger, give her nearly nothing to manage health, and let hell comes on the form of dots !

dusty hazel
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Stagger should to be put for example on healer and 1 addotional person, not for everyone in party. You have for
Example 2 stacks of stagger buff and You decide who should take it. Or 10% stagger passive for whole party, but 2 stack of buff 50% to players which You choose. For now its way to OP. I am playing as tank with 10.5k rating atm and to be fair I dont want to play with any other healer. Just leaving Queue if I want push because its 100x easier with Aeona

tranquil fog
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If you set the stagger at 10%, you got a healer no different than the other. It's just a damage réduction.
There is a problem with the current Aeona, but going to "normal healing" is not the forced way to go

dusty hazel
eternal cobalt
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Change stagger to a damage rewind.
Pink bar = X% of damage taken over the last X seconds and you can rewind X% of that damage to heal and it could also provide a shield so it’s a rewind time (rewind damage taken) and prevent the future (absorb future damage)

This would bring Aeona to normal EHP levels so people need to actually play the game properly to progress and all other healer buffs that were added because Aeona too strong can be removed.

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Then they should also revert some of the previous changes to Aeonas base kit and adjust some others.

Time Shard: 200% healing to lowest health ally and 100% healing to all others
Barrage 100% healing to all
Doom 400% healing to all
Entropy Claim 100% healing to all
Echoes of Ruin 200% healing to 1 target.

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And the other nine oblivion Legendaries should be updated so they can compete with oblivion like remove the Doom duration reduction. Make it only decrease cooldown.
Then the Entropy Claim one can make it heal for 200% on all targets and apply an absorb for the amount of healing done as well.

eternal cobalt
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Also, if stagger is removed, this spec would need some kind of defensive

dusty hazel
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Stagger is the Basic of this char, so it should stay, issue is that it way OP

eternal cobalt
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And reducing stagger would require rebalancing and probably some player defensive cooldowns

No matter what, it’ll be a bunch of work to fix.

dusty hazel
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Everyone have def cooldowns. They just need to use them as before. Reducing stagger make less OP new healer or the only balance required is make less stagger and more healing (no idea if she heal much or not, but when im tanki with this heal just pulling every dung on 4 pulls because its impossible to die on e19 with aeona)

eternal cobalt
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Aeona would need defensive cooldowns. She doesn’t have one.

grave vessel
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50% of stagger spread onto 15s is too long

Lower % outside of cooldowns, on a smaller window, and things will be lethal again.

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Aeona has a permanent 50% dmg reduction, its better than everyone else, she doesnt need a def cd she IS a def cd lol

tranquil fog
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Remove the half stagger part of her skill set, less healing, let her reduce stagger through damage, and you'll have a group dying to dots, with a healer that is not just a "i've got some DR and heal like others"

toxic parrot
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Or maybe reduce the time stagger applies over ? Instead of having the damage applying over 15 seconds, having it applying over 5.

I remember from SOLO there was a fish boss that had a one shot ability, and a tank had a stagger like passive that made all damages over 30% of max life apply over 5 seconds instead of directly.

Getting hit by that ability set the stagger debuff to a level where you would lose 20% of your life every second for 5 seconds, which made it impossible to heal through