overlapping clouds feels buggy like entering a cloud and immediately taking like 200 damage is actually nuts.
It’s largely the same problem with warlock, they can stay in the air and just spam their AOE DOT. A simple solution would be just allow some magic to do somethign similar to what fire and plasma do to poison. Maybe heat magic solidifies it and turns it into normal rubble.
Personally I think cloud dot magics should not be able to scale to such a size at level 125
maybe just disable the damage of ash clouds that overlap? that does bring the issue of 2 clouds being next to eachother, overlapping very slightly, not working though
Adding onto this, Vetex can also make it so that if there are too many clouds in one area, some of the clouds will disappear. This will not only make Ash not as powerful and can possibly stop people from lagging due to all the particles.
Just add a global cd to clouds, somebody can only take damage once a second (or whatever cloud rate is) from cloud damage.
Apply it to other hazards too but seperate them so you can take damage from a cloud and puddle at once.
I feel like overlapping clouds are just a glitch from him removing the ability to grow clouds
There’s area denial and then there’s just stalling in the air behind a smoke cloud the size of sailors lodge. That’s not area denial that’s just a total lack of skill.
I think it’s something fundamental with the way ash and cloud hazards work that should be evaluated.
I’m saying the playstyle it enforces requires actually none whatsoever. lag build that exists solely in the air. I have only ever seen ash mages played by people who genuinely cannot aim and rely on clouds stacking to deal all of their damage.
yes I know this, I’m insinuating that as unlike poison there’s next to nothing to turn the tides in the favor of the victim it enforces a playstyle that’s just sorta boring for all parties involved.
Lingering gale potions should 100% create an area that no cloud dot can exist in. Just SOME counter play to lead to ash mages actually needing to hit their shots.
Not saying clouds in general are bad design because just that poison is the more interestingly designed and imo interestingly balanced of the two at the moment especially in a meta with potions that can cause elemental effects.
in a meta with fire potions that anyone can use to ignite a poison users clouds suddenly ash becomes a much more enticing option.
Posion is half-cloud magic, like yeah, it has them, but Ash is true cloud-magic.
Poison main thing is that you have to aim it correctly for shit-ton of damage, while Ash’s main thing, is its clouds.