08-18-2011, 05:18 PM | #161 | |
Initiate
Join Date: Jun 2010
Posts: 130
|
Quote:
I don´t know, if you read my posts here, but this was exactly, what i had in my mind. See here: http://www.regnumonline.com.ar/forum...3&postcount=64 And you are not only wasting 1 normal hit (or attack spell), you are wasting up to 5 power points. And keep in mind, that there are many protective abilities and spells against CCs. You can´t even be sure, that you will succeed.
__________________
If you want to change something, everybody will complain. So do nothing? Wrong! That´s the only case they will complain even more |
|
08-18-2011, 05:39 PM | #162 |
Banned
Join Date: Dec 2006
Posts: 890
|
|
08-18-2011, 07:26 PM | #163 |
Banned
Join Date: Aug 2010
Location: Russia XD
Posts: 592
|
|
08-18-2011, 08:28 PM | #164 |
Count
Join Date: Nov 2008
Location: Trinidad and Tobago
Posts: 1,194
|
I still don't understand why certain CC, especially knock is calculated in terms of hits on target. If you get knocked for 3 seconds and 2/3/4/5 players attack you simultaneously , how many hits is that? CC and especially knock should be viewed in the form of application of an interrupt rather than how many hits (aka beat down) one opponent can apply in the time. Isn't that hack and slay anyway? and besides if CC has a damage component attached to it, that is not "a hit" ?
I keep seeing the same post referenced but I read it every time and I am convinced no more, the more I read it. Certain spells no matter how you scale the duration will lead to an underpowered spell on the low end and overpowered on the high end. This is why I say scale another component that has a lesser chance to be skewed like that. As far as fort wars go, knock is an interrupt. The solution for the popping in and out was suggested a while back too. Apply either a cast time to go back in the gate or , when you pop out you do appear on the door but some way out (like old Imperia) This negates the spam on the door and makes popping in and out much more risky. Fixing a spell such as knock to cover such situational conditions is not the way to go. Last edited by bois; 08-18-2011 at 08:49 PM. |
08-18-2011, 09:36 PM | #165 |
Initiate
Join Date: Jun 2009
Location: Germany
Posts: 239
|
Maybe I'm just to old to understand why killing someones fun is funny for a lot of players. Can only talk for myself, I like it if every player has fun in a game, that all of us like to play.
__________________
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 |
08-18-2011, 09:38 PM | #166 |
Banned
Join Date: Aug 2010
Location: Russia XD
Posts: 592
|
|
08-19-2011, 03:18 PM | #167 |
Banned
Join Date: Aug 2010
Location: Russia XD
Posts: 592
|
Well til some time i had no opinion about ambush but now.... NGD ur gonna kill teh hunter! they won't be able to reach us (locks) and use ambush helping 3 barbs kill us!
|
08-19-2011, 10:51 PM | #168 | ||
Initiate
Join Date: Jun 2010
Posts: 130
|
Quote:
In addition to my replies to Seher http://www.regnumonline.com.ar/forum...0&post1383970: If all CCs are short ,the "Spartans" (= good outnumbered players) cannot control their opponents at least so long to kill one or two enemies. They cannot even keep at least some enemies (for example the healing conjurer) out of action. Every enemy will be back in action immediately. If CCs are even removed, more damage (=more players) is the only thing that really matters. But on the other hand short CCs do help the Zerg. 1 Spartan can only keep someone down for 3 seconds. 5 Zerg can STILL do it indefinitely (long enough). Ok, fine, it may be possible, that you get up again once (because of short CCs). But what are your options? Kicking one of them down for 3 seconds. You will probably be kept down anyway. Good Zergs will stand behind your back. This applies also to other CCs: If CCs are shorter, deadly chains will still be possible BUT only if many players combine them This isn´t a good idea at all. At least not in a Spartan vs Zerg scenario. Indeed, there is one place, where your argument is valid: In front of the door. If you can get up you can click and you are safe. But now, this comes into play: http://www.regnumonline.com.ar/forum...20#post1199020 Quote:
Other Zerg players will kick his .... If the Zerg player has low health he can still cast "Entry Gate" after his own kick. ("Long") CCs are the friends of your little Spartan army P.S: "Long" CCs contains my nerf suggestion (25% time reduction, see last posts) I was actually a nerf advocate LOL, but this is getting out of hand. I really don´t understand how short CCs will help the Spartans. My replie to Seher is also still valid.
__________________
If you want to change something, everybody will complain. So do nothing? Wrong! That´s the only case they will complain even more Last edited by 53453467734534; 08-19-2011 at 11:01 PM. |
||
08-20-2011, 03:05 AM | #169 |
Count
Join Date: Nov 2008
Location: Trinidad and Tobago
Posts: 1,194
|
1. I said certain CC. I also said that CCs must be handled differently. I am still for reductions. I am just of the opinion that some remain static (with other component) and some with scaled durations. That won't change no matter how many incessant (and irritating I might add) cascading links you place in your posts for me to follow.
2. The discussion is centred around single target CC. Spartan vs zerg war will invariably involve area CC to a much greater extent. The Spartans will invariably have to deliver these in telling blows to have an effect. Single target CC (1 to 1) is not going to help you that much here in the initial instance. What it can do is put off certain members of the enemy long enough for you to deliver your areas. A short CC will accomplish that. The areas that follow will obviously be more debilitating and have longer durations than the singular ones. But, I am not discussing Multiple target CC yet and that must be handled differently anyway. When we get there I will address that. 3. Spartan gets knocked for a long time is dead, possibly by one opponent, no chance without a dispell. Spartan gets knocked for short time may still be dead but requires more effort and maybe more players to be kept down. It also introduces a "chance" to get up and do something. Depending on the disparity between armies this may give allies opportunities. If several are piling CC on you that means somebody may be freed up elsewhere. It is also driving their CC into cooldowns. With long CC this opportunity never comes about. Whether you live or die is not as important as the impression that you actually have a chance to do something about it and not be a helpless spectator to your death. Your opponent cannot relax either. |
08-20-2011, 08:39 AM | #170 | |
Banned
Join Date: Aug 2010
Location: Russia XD
Posts: 592
|
Quote:
|
|
|
|