Recent Topics

Ads

KD duration for balance or loss of flavour

Share your ideas and feedback to help improve the game.
Forum rules
Before posting in this forum, please read the Terms of Use.

This section is for providing feedback and sharing your opinions on what could be improved or changed for the Return of Reckoning project.

To ensure your feedback is as helpful as possible, please review the Rules and Posting Guidelines before posting.

Poll: Should all non-resource related knock-downs duration be 3 seconds?

No
33
58%
Yes
15
26%
Maybe, depends how it was implemented.
9
16%
Total votes: 57

Penril
Posts: 4441

Re: KD duration for balance or loss of flavour

Post#61 » Mon Mar 07, 2016 9:00 pm

TK, you also forgot the 100ft ST KD on disrupt for Mara. And the range on On your Knees! goes up the more Frenzies you have.

Ads
User avatar
Tklees
Posts: 675

Re: KD duration for balance or loss of flavour

Post#62 » Mon Mar 07, 2016 9:04 pm

Updated.
Tklees Chatoullier
Gagirbinn

User avatar
TenTonHammer
Posts: 3806

Re: KD duration for balance or loss of flavour

Post#63 » Mon Mar 07, 2016 9:07 pm

the range of damage....right?


also lol maras dont even put mutated energy on their hot bars right?
Image

Penril
Posts: 4441

Re: KD duration for balance or loss of flavour

Post#64 » Mon Mar 07, 2016 9:09 pm

TenTonHammer wrote:the range of damage....right?


also lol maras dont even put mutated energy on their hot bars right?
Ooops yeah the range of damage. My bad. I haven't played On Your Knees! in a while.

As for Mara Kd... viable or not, it exists. I don't think that is a list of "viable" KDs anyway but just a list of ALL KDs in the game.

User avatar
Gobtar
Posts: 799

Re: KD duration for balance or loss of flavour

Post#65 » Mon Mar 07, 2016 9:12 pm

TenTonHammer wrote:the range of damage....right?


also lol maras dont even put mutated energy on their hot bars right?
I don't think it's a subject of which KDs are actually used, more of a fact that they exist. TKs orinally post reflected what the average person expects from a KD source, we had to dig deep to find obscure KDs that didn't make the original list...

Honestly can't remember the last time I saw anyone use the WE KD tactic, or the SH pet KD. However they do exist, just goes to show not all KDs are created equal.
Image

User avatar
Razid1987
Posts: 1295

Re: KD duration for balance or loss of flavour

Post#66 » Mon Mar 07, 2016 9:31 pm

Gobtar wrote:...just goes to show not all KDs are created equal.
Which is also why they shouldn't be treated equal. Not saying you think that. Just pointing it out ^^

Annaise16
Posts: 341

Re: KD duration for balance or loss of flavour

Post#67 » Tue Mar 08, 2016 7:49 am

Mdps knockdown durations should be changed back to 2s.

Tank kd durations should be 3s.

Ranged kd's range should be reduced to 30 ft so that they beome primarily defensive abilities to be used against mdps and tanks. Single target ranged stagger ranges should be reduced to 45 ft for the same reason.

AOE staggers should be 4.5 s, 3 gcds is plenty of time to make an impact.

Aoe roots should continue to have a 5-sec duration but their associated immunity duration should be 15-sec.

Keep in mind that the AOR dev that made the cc changes at the end of 2012 was new to the game and appeared to have little experience with MMOs. He was clueless. He completely disregarded the fact that the cc abilities were on different classes and he appeared to base his decision on 6v6 balance where the tanks and mdps both have kds, "So why shouldn't their kds have the same duration?"

bloodi
Suspended
Posts: 1725

Re: KD duration for balance or loss of flavour

Post#68 » Tue Mar 08, 2016 5:12 pm

I wwould reduce just the SL/choppa one, imo the WE/WH need their 3 secs.

And i think reducing the rkds range is a good idea, on the BW you can see things like fireball barrage, a pretty worthless skill get reduced range because it does aoe damage but somehow you get the full 100 ft on the RKD.

Apparently doing negligible aoe damage is a much better trait than a RKD.

Ads
User avatar
Tklees
Posts: 675

Re: KD duration for balance or loss of flavour

Post#69 » Tue Mar 08, 2016 5:18 pm

bloodi wrote:I wwould reduce just the SL/choppa one, imo the WE/WH need their 3 secs.

And i think reducing the rkds range is a good idea, on the BW you can see things like fireball barrage, a pretty worthless skill get reduced range because it does aoe damage but somehow you get the full 100 ft on the RKD.

Apparently doing negligible aoe damage is a much better trait than a RKD.
as someone who mains WH/WE, we don't need 3 seconds. That change made insta gibbing people a joke and completely removed the choice of 2s kd vs 3 sec silence or 4 sec Disarm
Tklees Chatoullier
Gagirbinn

bloodi
Suspended
Posts: 1725

Re: KD duration for balance or loss of flavour

Post#70 » Tue Mar 08, 2016 5:22 pm

Tklees wrote:as someone who mains WH/WE, we don't need 3 seconds. That change made insta gibbing people a joke and completely removed the choice of 2s kd vs 3 sec silence or 4 sec Disarm
I dont think a WH/WE can compete in terms of sustained damage with the other melee options, i think having an extra second on KD and extra burst kinda defines the class on the burst niche, if that fails, you disengage and goodbye.

You dont choose because you are always speccing for KD, if you dont spec for it, then the choice is based on attacking a caster or a melee person.

Of course a KD is better than a silence or disarm, duh.

Who is online

Users browsing this forum: BluIzLucky and 3 guests