View Full Version : CC Duration
The_Krome_Dragon
08-27-2011, 03:49 AM
Self explanatory i think. Which duration changes would u perfer.
Option 1: 2-3-4-5-6 sec knocks
Option 2: 2-3 sec knocks with 100% dmge
Option 3:Spells like Confuse/Darkness/Slow 12-14-16-18-20 secs
Option 4: Spells like Def. Roar/howl/Distracting shot 7-8-9-10-11 secs
Option 5:Spells like BoW 4-5-6-7-8 secs
Option 6:Left open for anything i might forget
wizardmagewarlock
08-27-2011, 06:06 AM
I chosed the option 4 and 5.
Option 1: Too short.
Option 2: Knocks would be useless if it takes for only 2-3secs.
Option 3: No idea, but I don't like.
Kitsuni
08-27-2011, 06:37 AM
None of the above. I would prefer CC spells to have mixed effects, such as a 2 second knockdown followed by a 10 second slow.
Its the only way to keep them from being OP but still useful.
PT_DaAr_PT
08-27-2011, 07:38 AM
(...)would u perfer.
For the sake of balance, this isn't going to help.
Seher
08-27-2011, 02:32 PM
Confuse and darkness should have way less duration than slows! I don't get why you put howl and roar in the same category either, and a 8 seconds bow is still very much for mages. Options 3-6 lack alternatives, the only interesting part is option 1 and 2, and even this lacks many alternatives players might want. There have been more suggestions than that.
HidraA
08-27-2011, 03:59 PM
I think noone will be agree with knocks time reduction ,becuase most of ppl are skilled for them at 4/5 and is a exploit of game that confere them flowless victory.
I did not voted because is lots of work and i am not agree to change only a few of them.All CC must be revamped.
_Enio_
08-27-2011, 04:53 PM
Please add "other (explained below)" options to such polls..
The_Krome_Dragon
08-28-2011, 01:47 AM
Hmm Guess i didnt know i couldnt edit after a certain amount of time, oh well. anyway if u guys want a new poll with more options id be glad to do it. Please post the options u want me to add if u want another poll.
Vroek
08-28-2011, 07:09 AM
Option 1: 2-3-4-5-6 sec knocks
Option 3:Spells like Confuse/Darkness/Slow 12-14-16-18-20 secs
Option 4: Spells like Def. Roar/howl/Distracting shot 7-8-9-10-11 secs
Option 5:Spells like BoW 4-5-6-7-8 secs
All good changes, that wouldnt require much extra balancing.
imo shorten duration need only for knocks and dizzies from CCs togetther with rising cost for wars/archers and lower for mages.
For other options agree
- make ALL knocks 5 seconds duration, but at level 1 it is broken by 200 dmg, 400 at level 2, ... up to 1000 at level 5.
- remove Confuse and DI, replace by specific debuff and specific debuff protection (ie. cannot heal / prevent cannot heal), short duration
- make Def. Roar stun for 6 seconds
- make dizzy spells max. 6 seconds
- make distshot 8+1sec/level
- make Ambush hunter only, with 0.5 CT
- replace Beacons:
Defensive is a regeneration area (10m +mana/+health), can be destroyed, reduce caster team damage by 10%
Offensive increases damage by 10%, but reduce mana/health regeneration speed, can be destroyed (health like a level 60 guard)
- Drop Horn spell, replace by a solo speed buff +30% from level 0, 250 mana per activation, duration 30s CD 1 min
- restore old saves
- put all that on Amun and let us test and improve
Well, dreaming...
Caroline_Noir
08-29-2011, 10:00 AM
- make ALL knocks 5 seconds duration, but at level 1 it is broken by 200 dmg, 400 at level 2, ... up to 1000 at level 5.
- remove Confuse and DI, replace by specific debuff and specific debuff protection (ie. cannot heal / prevent cannot heal), short duration
- make Def. Roar stun for 6 seconds
- make dizzy spells max. 6 seconds
- make distshot 8+1sec/level
- make Ambush hunter only, with 0.5 CT
- replace Beacons:
Defensive is a regeneration area (10m +mana/+health), can be destroyed, reduce caster team damage by 10%
Offensive increases damage by 10%, but reduce mana/health regeneration speed, can be destroyed (health like a level 60 guard)
- Drop Horn spell, replace by a solo speed buff +30% from level 0, 250 mana per activation, duration 30s CD 1 min
- restore old saves
- put all that on Amun and let us test and improve
Well, dreaming...
Uhh... I like your suggestion about the WM-Spells.
I'm not sure if the beacons really need a negative effect. In Regnum debuffs on your allies are very rare and i think thats a good thing.
Making them destructable would be nice but if its too hard to implement than it can be dropped too.
The important thing is I like your beacons way more than the existing ones.
And a big +1 on your horn suggestion!!!
About the knock durations I'd like them to stay how they are but decrease range on those spells (unless they are melee already obviously) and increase their cooldown.
- make ALL knocks 5 seconds duration, but at level 1 it is broken by 200 dmg, 400 at level 2, ... up to 1000 at level 5.
- remove Confuse and DI, replace by specific debuff and specific debuff protection (ie. cannot heal / prevent cannot heal), short duration
- make Def. Roar stun for 6 seconds
- make dizzy spells max. 6 seconds
- make distshot 8+1sec/level
- make Ambush hunter only, with 0.5 CT
- replace Beacons:
Defensive is a regeneration area (10m +mana/+health), can be destroyed, reduce caster team damage by 10%
Offensive increases damage by 10%, but reduce mana/health regeneration speed, can be destroyed (health like a level 60 guard)
- Drop Horn spell, replace by a solo speed buff +30% from level 0, 250 mana per activation, duration 30s CD 1 min
- restore old saves
- put all that on Amun and let us test and improve
Well, dreaming...
Too much dreams... like all except even more hunters casting ambush 5 on u :D
Kaixo
08-29-2011, 12:35 PM
Self explanatory i think. Which duration changes would u perfer.
Option 1: 2-3-4-5-6 sec knocks
Option 2: 2-3 sec knocks with 100% dmge
Option 3:Spells like Confuse/Darkness/Slow 12-14-16-18-20 secs
Option 4: Spells like Def. Roar/howl/Distracting shot 7-8-9-10-11 secs
Option 5:Spells like BoW 4-5-6-7-8 secs
Option 6:Left open for anything i might forget
Option 1: Good
Option 3: 4-8-12-16-20s
Option 4: 3-5-7-9-11s
Option 5: Good, perhaps less range.
Seher
08-29-2011, 07:02 PM
About the knock durations I'd like them to stay how they are but decrease range on those spells (unless they are melee already obviously) and increase their cooldown.
So melee knocks are fine and should remain untouched? Really?
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