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Seems there is a general consensus that aeon is incredibly toxic for group combat and the new meta with Depthswalker being released. Lots of people want it removed from DW's already overloaded kit and I have to agree. Or at least make it a high end cap ability in Terminus.
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It was added to Depthswalker as a balancing factor, because Aeon is so strong but only one faction had regular, easy access to it. Removing it from Depthswalker just places us back at "Ashtan is OP because Ashtan can spam Aeon the same way we all could when everyone had it." It's not a solution.
I'd be fine with some of the other suggestions, such as removing raze speed, aeon immunity on burst, or some kind of aura preventing immediate double Aeon, but not removal from DW.
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That being said, Aeon/Retardation effects suck to fight through and its effect in group combat is further intensified when outnumbered.
I haven't thought it through all the way, but a solution may be to change the way speed defense is removed instead of just deleting it. You can't have Depthswalkers having a skill called AEONICS and then take away AEON.
Maybe removing Aeon's (and other abilities') ability to strip speed and adding class-specific methods to remove speed which have prerequisite components or isolate the person to be vulnerable to Aeon only from the person that casted it.
With tarot users it was a bit more like "who's the jester and target them first." Now it's everyone is a jester and now we have Lilian, Gavriil, Senoske, and others that can throw aeon right away with no pre requisite afflictions.
I think a good fix would be moving it into Terminus and making it way higher cost or make aeon require pre requisite afflictions. that makes the most sense to me other than dealing with the aeon DW bandwagon.
Jesters do not exist. Occies can use aeon but it wasn't the first option of the A-team. Now it's Dunn leading off with aeon, Kasa leading off with Aeon, Driden leading off with aeon. Etc etc.
On the other hand, in 1v1 it's basically just a newbie-killer. None of the classes that have aeon rely on it as a primary kill method, with the possible exception of the Jester.
With that in mind I would have no real problems with hitting aeon with the nerfbat and maybe fixing Jesters if it proves to cripple them. Or maybe not. Fuck Jesters
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Aeon is in a pretty weird place right now. It's absolutely devastating in group combat as a practically uncounterable CC, but it's pretty mediocre in 1v1 and the steps taken to balance it for group combat would be arbitrary and stupid rules like "He who strips speed must deliver aeon" or temporary immunity provided by starburst and that kind of thing.
With that in mind I don't think it would be bad at all to completely repurpose Aeon into another form, since the current form is both completely unnecessary as well as a significant balance problem.
#1 is a problem with the strength of AOE in general.
#2 is that I don't like the crucible firing on deaths that occured out of the room it is in. It's super frustrating to go over a log looking for what killed you and find out that you died because of a completely unrelated death halfway across the world.
In comparison I think it is good every faction gets beckon now. Beckon offers counterplay and opens up strategies that most of the game didn't have. And you can stop being beckoned. But there is not much you can do once aeon hits you, and there are groups with mutiple dw in them. Dw is not the issue in this case, it just shows how blatant the problem of aeon itself is. I think I haven't been in a group skirmish yet without getting aeoned at least once, or without our own group using it.
Solution: Aeon (and other related skills from other classes) stays, if first person aeoned against a target. then anyone else than first person cannot aeon this target. (something similar to kai cripple and other related skills that does that?)
My two cent.
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