So all these threads about abilities being op got me thinking about how things were way back in the day and some of the things that were changed because they were way too op or just stupid.
I remember:
-pounce not needing a target
-pierce armor and cant stop the chop being armor debuffs
-gromil's plating being a group wide almost 10k absorb shield
-word of pain needing to be stacked 3 times on a target
-playing with fire instant killing my zealot who had 3 hots on a target
-rain of fire and pit of shades stacking
-wh executions being based off ballistic skill
-fetch being 150 range
-sw ranged kd being on 3 min cd
-we and wh movement barbs doing a few 100 dmg every half a sec instead of less then 100
-slayers and wl hitting multiple times per sec with 2h AA
-with 2 doks having 100% up time on 1k1
Sure there is plenty more but those are the ones i can think of atm. Anyone else have some good ones?
Remembering old ability mechanics
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Re: Remembering old ability mechanics
AM aoe dot & crit debuff & 100ft aoe spirit debuff
Last edited by Telen on Thu May 19, 2016 7:51 pm, edited 2 times in total.

Re: Remembering old ability mechanics
-Am/shaman aoe ap drain.
-Divine strike and the dok equivalent.
-How disorient used to work (flat +x cast time for all abilities, even ones with no cast time) and chosen having a disorient aura.
-GtAoE in general.
-That zealot dot that killed me more times than i care to admit.
-Ruin and destruction stunning in aoe.
-SW and SH being really bad at launch, like, in one patch i think they buffed every single thing they had, they couldnt even autoattack on the move with skirmish stance/spiked squig
-Divine strike and the dok equivalent.
-How disorient used to work (flat +x cast time for all abilities, even ones with no cast time) and chosen having a disorient aura.
-GtAoE in general.
-That zealot dot that killed me more times than i care to admit.
-Ruin and destruction stunning in aoe.
-SW and SH being really bad at launch, like, in one patch i think they buffed every single thing they had, they couldnt even autoattack on the move with skirmish stance/spiked squig
Last edited by bloodi on Thu May 19, 2016 8:04 pm, edited 2 times in total.
Re: Remembering old ability mechanics
- steeky feets with 1,5 sec cast time as 13 points skill at the green tree
- fun times with random self kb eeek
- fun times with random self kb eeek
Mostly harmless
K8P & Norn - guild Orz
K8P & Norn - guild Orz
Re: Remembering old ability mechanics
Oh thats a good one the disorient lol remember the mara wounds debuff was a disorient and giving a cast time to melee abilities.
- magter3001
- Posts: 1284
Re: Remembering old ability mechanics
WP's TotD healing for 2x what it heals now and on 150ft range.
RoF stacking was a big one I remember.
150 ft fetch also... glad I played Order during that time.
Maras being considered UP in the first two years.
SW whirling spin thingy being a root instead of a self knockback
SH having a self knockback in squig armor form that didn't require a target (let them get to impossible to reach areas)
Chosens epic ravage
parry riposte spec proccing on every hit.
AoE detaunt stacked (by addition) w/ guard, leaving you taking only 1 damage per hit (no matter the ability)
EDIT: All healing (including pve) would give renown.
BWs AoE being stupid broken (at least now it's only broken)
Scorching earth costing AP and being able to be fired off more than 1 time per second.
RoF stacking was a big one I remember.
150 ft fetch also... glad I played Order during that time.
Maras being considered UP in the first two years.

SW whirling spin thingy being a root instead of a self knockback
SH having a self knockback in squig armor form that didn't require a target (let them get to impossible to reach areas)
Chosens epic ravage
parry riposte spec proccing on every hit.
AoE detaunt stacked (by addition) w/ guard, leaving you taking only 1 damage per hit (no matter the ability)

EDIT: All healing (including pve) would give renown.

BWs AoE being stupid broken (at least now it's only broken)

Scorching earth costing AP and being able to be fired off more than 1 time per second.
Agrot 35/40 Aggychopp 32/40
Grelin of Magnus/Badlands
Grelin of Magnus/Badlands

Re: Remembering old ability mechanics
Joining your own scenario group as a healer and loading up on RR.
I was not ashamed doing it. RIP loads of RR.

I was not ashamed doing it. RIP loads of RR.

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- peterthepan3
- Posts: 6509
Re: Remembering old ability mechanics
Rifting people from 200+ft away with no limit on people pulled
When the pet offered no 20% dmg mechanic
When Indigo Fire of Change used to spawn an uncontrollable mob after its completion, pulling heroes in TOVL/LV and wiping group!
When Perils of the Warp used to be a barb of sorts against magic damage (I preferred this to be honest, just needed some work - was something unique)
When the pet offered no 20% dmg mechanic
When Indigo Fire of Change used to spawn an uncontrollable mob after its completion, pulling heroes in TOVL/LV and wiping group!
When Perils of the Warp used to be a barb of sorts against magic damage (I preferred this to be honest, just needed some work - was something unique)

Re: Remembering old ability mechanics
DoKs having a 100% healing debuff on crit
WP having AoE 100% uptime detaunt as a basic career tactic
ironbreakers 3 second knockdown with 5 second cooldown
And the super old, squigh herder "wut blocka" caused the attack to be unblockable, not an armor debuff
WP having AoE 100% uptime detaunt as a basic career tactic
ironbreakers 3 second knockdown with 5 second cooldown
And the super old, squigh herder "wut blocka" caused the attack to be unblockable, not an armor debuff