08-17-2011, 05:47 PM | #151 |
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@Hidra, you lost vs Scroto as lvl 56 marks? Whahahahahahahaha with learn to play your Hunter you just ment you suck playing your marks lol...
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08-17-2011, 05:56 PM | #152 | |
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There was more 2 ignis.. And when a hunter make on you 900 dmg .... And that facepalm for you was welcome.I might give you one for the stupidty of your comment And if you have nothing good to say just don't say be more constructive. |
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08-17-2011, 09:23 PM | #153 |
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08-17-2011, 10:32 PM | #154 |
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The most important and immediate need has been reducing the length of time that one player can disable another player.
Removing feint from barbarians and reducing ambush to melee range aren't nearly enough. Moving to a static duration model as suggested above is an excellent way to do this. Do this for all CC spells. I'd suggest these times: Knock: 2 seconds (how long does it take to stand up?) Dizzy: 2 seconds (these should be interruptions, not disabling) Cannot Attack: 3 seconds Cannot Move: 3 seconds Confuse: 4 seconds Stun: 4 seconds Freeze: 4 seconds Use cooldown if you need to scale something with each spell level. People complain that these times are too short for PVP. Good. Hitting a disabled opponent makes for lame PVP. Get your teammates to hit your opponent after you knock him down. While I'm at it, Mind Squasher is too powerful and random. Make it 100% chance to remove the last positive effect applied. |
08-17-2011, 10:34 PM | #155 | |
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08-18-2011, 04:59 AM | #156 |
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08-18-2011, 07:38 AM | #157 | |
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CC's are useless this way, you waiste 1 normal hit by casting a CC spell to disable a target for some time. Whitin that time you should be able to hit that target at least 2 times, else the CC is completely useless. reducing knocks with 1 sec per lvl is imo enough nerf. about the hunters, i was referring to fortwars. You are clearly referring to PvP. |
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08-18-2011, 09:56 AM | #158 | |
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08-18-2011, 10:27 AM | #159 | |
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If a warlock has to relay on ccs to win, he is not that good as he could be. The same imo with kick/feint[5] melees, if you are good in playing your class, you don't have to relay on ccs to win. And isn't it much more fun to fight and (maybe) win (maybe loose) by knowing your opponent has fun too?
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Darcyeti Stahlherz Barbarian 60 Ivan Felsenschulter Knight 60
ALSIUS Malchor Harpell Conjurer 60 Finian Harpell Warlock 60 Valhalla Archer Bowman Hunter 51 Corbinian Bowman Marksman 60 |
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08-18-2011, 01:28 PM | #160 | ||
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Examples of ones that can have a scaled duration could include (but not limited to) Confuse, Darkness, Dizzy and Freeze. Now, those that do scale do need duration reductions. For those that don't scale it should be important to note that the static duration need not be the same for every single class. For example a kick could be 3 seconds and a will domain 4 seconds. It would and should not be the same across classes. It is far easier to control certain powerful CC effects with static duration and another component that scales. It also makes the spell more useful at level 1 to 5. It avoids the spell being useless at level 1 and over powered at level 5. Now, if that extra component happens to be damage, what do you lose ? A normal? You already did damage in the CC cycle so you do not need 2 normals. And why do you need 2 normal hit cycles? The aim is to gain a slight advantage and not do a beat down, or is it? What about applying debuffs on the opponent while you have that window, or even a buff on yourself? Isn't that a way to improve your odds? When the opponent gets up what is stopping you applying other debuffs? Or is it players are used to totally incapacitating their opponents with well rehearsed CC chains? God forbid they actually get up or catch you to actually have a chance. This is why players cried/cry about blocks/ evades/ resists. It kills their well rehearsed spell chains. As for Mages and GCD, the simplest way to fix it is to adjust GCD. While I am on that topic, I think that freeze needs a 'thaw' counter spell especially as DoTs continue on the frozen object. Darkness needs 'shining light' as a dispell. All these could be Warmaster spells under my revised warmaster system. See how you can apply an unlimited number of spells under that system? There is no limitation to the possibilities. The expansion that never dies. Quote:
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