07-21-2011, 09:23 PM | #71 | |
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07-21-2011, 10:27 PM | #72 |
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My 2 cents are about BoW change.
I think removing damage from this spell would just cause more op marks under DI, i mean in every type of fight (open, fort) the only thing can stop a marks casting dmg spells ,and maintaining range ofc, is another marks with BoW. I think marks/conju hunt couple would be a big hit after that not that its not deadly as it is now. Fixed and lower range i think is better solution for all classes both in RvR and PvP. |
07-21-2011, 10:56 PM | #73 | ||||
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There's not much difference after all: Long CCs mean you'll have to play better than your enemy when you're outnumbered, and it's the same with short CCs. The only difference is that one long CC is enough to turn the battle, while you'd need e.g. 4 short ones. But what's the reason for your well planted CC? Is it luck, or skill? When it's skill you've got the same chance to hit 4 as to hit 1, meaning you've got the same chances being the underdog with both long and short CCs. Just when it's luck you'll hit far more often one CC than those 4 short ones, and you won't win as often as you did with long CCs. But luck is there on both sides, it allows the underdogs to fight on par, but it also allows the stronger side to be even stronger. It's just about luck. Long CCs mean more luck, short ones mean less. Luck isn't that bad at all, some unpredictability of the outcome is always nice, but CCs aren't the only way to get this luck into RvR, in fact any area does just the same, and there are many less frustrating ones, without 10 seconds knock down. But that: Quote:
That's the risk of any change, no reason not to change anything. Even if such a problem went live, you could still make a hotfix :P (Like one to remove those damn saves... Meh.) Quote:
But 6 seconds casting time for doors? Wtf? That's definitely too much. :P
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07-22-2011, 03:34 AM | #74 |
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I agreee that CC needs lower duration, but 2/4 secs is way too low for the knock to be usefull/worthwhile. 3-4-5-6 secs would be alot better bec they wouldnt be death sentences anymore but they would still be tactically usefull. As for the vry long duration spells(darkness,confuse,slow) mabey make their max duration 25 secs. For spells that have 15 sec max lower the max duration to 12 secs. for spells like BoW max= 8-9 secs. As for PvP and RvR they r both important to RO so lets treat them equally here. No need to ignore one. "Tree/Rock hugging" is an important tactic imo and involves the envirement into the game so just bec u get beat by it doesnt mean u should try getting rid of it:P . Anyway im interested to c how NGD handles this next update. Good Luck and may the coming complaint be funny
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07-22-2011, 06:06 AM | #75 |
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Ita one thing to use tree to cover you path of attack, escape or just for direct damage.
Run lap after lap around rock or tree, just dont qualify as feature, its just show how little attention that been put to combat details in RO. |
07-22-2011, 08:25 AM | #76 | |||
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I said excessive treehugging. I don't care about 5 seconds behind a tree, not even 10, but
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And that's a 2 seconds one, not talking about 4. Quote:
Dizzy needs to be revamped completely, imo. It's a cannot attack for mages, just worse as they can't dispel it! How would a barbarian feel with 9 seconds beetle swarm? (Oh and talking about what dizzy means to some classes - know what confuse does to conjurers? What about 35 seconds beetle swarm? Nice, eh?)
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07-22-2011, 08:42 AM | #77 |
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A second solution at all of this time reduction of CC can be dmg nerf or armor enhange.
But cold down adjustment is a must to avoid circle of CC from one person.Also number of CC/class. To explain: -Lowering dmg will keep alive more a guy even he is on CC effect. Effects of this two solutions: -Lowering time of CC will make combat more fast. -Lowering dmg will make combat more slow. In a RvR situation CC time reduction has a better effect because SUM of dmg that you recive/time can be lower because not many enemys have time to rich you when you are far and you are down for low time. In a RvR situation with dmg nerf dmg can be lower(depend of adjustment)...but for sure if time of CC is highter more enemys have time to spot and hit you. |
07-22-2011, 10:52 AM | #78 |
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I agree on CC duration shortened IF GCD get removed also. Cause what reason to skill lvl3 knock that will last 4-5 sec and i won't be able do the shit 1st 2-3 of those!?Also i agree on more active combat (i loved fights with Jin at Arena they were epic example of this) and agree that shorten СС will benefit players under it some more.
On long duration debuffs that had to be called СС due to their ability exclude some1 from fight(darkness,confuse): erm.... really dunno but short confuse? with short cast time only ah and should be real CC:aki shouldn't work on horsed/knocked targets. |
07-22-2011, 11:32 AM | #79 |
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You guys know that we're F***ing this whole thread up right?
Chilko asked for a summary not for another discussion .. |
07-22-2011, 12:02 PM | #80 | |
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GCD really didnt make things worse, to begin with it was only an improvement for mages since all their spells only had 1 sec GCD, but since the balance update GCD was increased on some spells, but not so much that it was significantly worse than before GCD system. Old system, mages had 1.7-1.8 sec invocation using a fast staff, which would be something in between a short and normal GCD. |
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