Recent Topics

Ads

[Rejected] Flames of Fate, Ensnare (break mechanics)

Proposals which did not pass the two week review, were rejected internally, or were not able to be implemented.
User avatar
zumos2
Posts: 441

Re: Flames of Fate, Ensnare (break mechanics)

Post#21 » Mon Oct 10, 2016 10:24 am

At least Mara wouldn't because they have the M2 that does instanlty 1200 AoE damage. But that doesn't mean Ensnare/FoF aren't balanced. WL could think of using SN depending what match-up they are facing.
Zumos - Member of Red Guard

Current Guilds: The Unlikely Plan - Deep and Dry - Dark Omen

Ads
Aranael
Posts: 9

Re: Flames of Fate, Ensnare (break mechanics)

Post#22 » Mon Oct 10, 2016 11:19 am

Bozzax wrote:Even if damage on Ensnare/FoF was set to 0 no one (sane) would take SN.
so basically you are saying that SN is the first priority morale 1 for other mdps classes in the game? you can't be serious with that comment - at least not if we are discussing T4 balance.

removing the damage would give both classes the following possibilities:
- offensive morale 1 (sever nerve)
- defensive morale 1 (confusing movements)
- cc morale 1 (ensnare / fof)

User avatar
Bozzax
Posts: 2650

Re: Flames of Fate, Ensnare (break mechanics)

Post#23 » Mon Oct 10, 2016 11:52 am

No I say the damage part of FoF/Ensnare mostly is irrelevant when used "properly" as a gap closer or move disabler.
Last edited by Bozzax on Mon Oct 10, 2016 12:02 pm, edited 2 times in total.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

Annaise16
Posts: 341

Re: Flames of Fate, Ensnare (break mechanics)

Post#24 » Mon Oct 10, 2016 11:57 am

Spoiler:
The durations should be changed back to 5 seconds.
spoiler by Penril - Explain why, or don't post at all.

User avatar
Akalukz
Posts: 1825

Re: Flames of Fate, Ensnare (break mechanics)

Post#25 » Mon Oct 10, 2016 12:29 pm

Spoiler:
Annaise16 wrote:The durations should be changed back to 5 seconds.
Reduce to 5s and halve damage. Brings in some balance imo
spoiler by Penril - Again, explain why or don't post at all.
-= Agony =-

User avatar
simtex
Suspended
Posts: 322

Re: Flames of Fate, Ensnare (break mechanics)

Post#26 » Mon Oct 10, 2016 12:32 pm

Spoiler:
Nerf duration, no dmg threshold.
spoiler by Penril - Same as above.
Beautybeast|Buffedbabe|Inikah|Simtex|Seifu
twitch

User avatar
TenTonHammer
Posts: 3806

Re: Flames of Fate, Ensnare (break mechanics)

Post#27 » Mon Oct 10, 2016 12:42 pm

Spoiler:
If the root must break give it a dmg threshold and not rng 25%
spoiler by Penril - Same as above.
Image

User avatar
Azarael
Posts: 5332

Re: Flames of Fate, Ensnare (break mechanics)

Post#28 » Mon Oct 10, 2016 12:43 pm

Of what I've heard so far, reducing duration seems the best option. Reduced duration preserves a full 5s of root under attack if the M1s are used close in, while dropping the effective duration when used further away.

Ads
User avatar
Tesq
Posts: 5713

Re: Flames of Fate, Ensnare (break mechanics)

Post#29 » Mon Oct 10, 2016 1:18 pm

remember that if snares or even a small KB happen you drop too much the effectiveness make it by base worse if used at range instead of melee. Just drop the duration to 5 should be enough in my opinon. Can also keep thread open and further change it later anyway.
Image

User avatar
Saftdryck
Banned
Posts: 208

Re: Flames of Fate, Ensnare (break mechanics)

Post#30 » Mon Oct 10, 2016 1:25 pm

There was many good suggestions, but i endorce returning FoF/Ensnare back to 5sec. Touching damage or adding damage treshold would not be good idea.
Image
Wasnotme Corazon Jizo Jeorr Ilzen
FUSION
Stream: https://www.twitch.tv/fusionlife
Videos: https://www.twitch.tv/fusionlife/videos/all

Who is online

Users browsing this forum: No registered users and 2 guests