My main is a Chosen and as much as I'd love to be the class that dictates the battlefield I have to say thumbs down.
1. An unlimited 40" AOE 5 seconds disable on 20s seconds is game changing. 3s is more or less a small interrupt and most stuff survive while 5s is enough time to burn any target down as heal twiddle their thumbs.
2. It reduces diversity of the Chosen / KOTBS classes as omitting stagger in your build is not viable
3. Even after the big nerf Chosen / KOTBS was guaranteed 1-2 slots of every serious premade as they still have the most powerful mechanic in game and other goodies (Morale on block, Runefang, M# root, CS, increased heals on you guard, Super punts)
Still I'll cackle with glee if this is done
Ability Rework Progress
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Re: [Updating] Ability Rework Progress
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
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Re: [Updating] Ability Rework Progress
With the same argumentation we could make staggers duration 20s no immunities to buff ENGI /MAGUSLuth wrote:The stagger nerf was not only bad because of the low duration, it was also bad as it made the aoe-stagger-remove ability of the engi/magus almost useless.
The stagger remove ability was introduced to give these classes more value in a grp setup, but with the aoe-stagger nerf this feature was not needed anymore.
Would be really nice to see some skilled magus/engi always removing the staggers from his healers when some knight/chosen hits the backline, so they basically just get free immunities.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
Re: [Updating] Ability Rework Progress
I totally disagree with you. If you die in 5 seconds being staggered while being in a group/premade, you shouldnt blame the stagger, but your group/yourself. Every healer should know that their dps should be hotted with atleast 15 seconds dot during fight, if a healer does not know this, find another.Bozzax wrote:My main is a Chosen and as much as I'd love to be the class that dictates the battlefield I have to say thumbs down.
1. An unlimited 40" AOE 5 seconds disable on 20s seconds is game changing. 3s is more or less a small interrupt and most stuff survive while 5s is enough time to burn any target down as heal twiddle their thumbs.
2. It reduces diversity of the Chosen / KOTBS classes as omitting stagger in your build is not viable
3. Even after the big nerf Chosen / KOTBS was guaranteed 1-2 slots of every serious premade as they still have the most powerful mechanic in game and other goodies (Morale on block, Runefang, M# root, CS, increased heals on you guard, Super punts)
Still I'll cackle with glee if this is done

Moral on block? Who the F... used that on live server?

immunities should be as they were on live server.Bozzax wrote:With the same argumentation we could make staggers duration 20s no immunities to buff ENGI /MAGUSLuth wrote:The stagger nerf was not only bad because of the low duration, it was also bad as it made the aoe-stagger-remove ability of the engi/magus almost useless.
The stagger remove ability was introduced to give these classes more value in a grp setup, but with the aoe-stagger nerf this feature was not needed anymore.
Would be really nice to see some skilled magus/engi always removing the staggers from his healers when some knight/chosen hits the backline, so they basically just get free immunities.
Re: [Updating] Ability Rework Progress
"Destined For Victory"
if you don't use it we probably shouldn't care much about what you write at all
"I totally disagree with you. If you die in 5 seconds being staggered while being in a group/premade, you shouldnt blame the stagger,"
Our crew didn't die we used those 9s to burn down bad groups and very often we did multiple in those 9s. HOTs or not didn't make any difference since we also used assist
if you don't use it we probably shouldn't care much about what you write at all
"I totally disagree with you. If you die in 5 seconds being staggered while being in a group/premade, you shouldnt blame the stagger,"
Our crew didn't die we used those 9s to burn down bad groups and very often we did multiple in those 9s. HOTs or not didn't make any difference since we also used assist
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
Re: [Updating] Ability Rework Progress
No.Bozzax wrote:With the same argumentation we could make staggers duration 20s no immunities to buff ENGI /MAGUSSpoiler:
Not sure if trollin', but in case you are not:
There is a slight difference in making the ability usefull (~ 5 second duration), or totally overpowered.
And if the whole backline is standing around in one place/not moving, then there is maybe a learn2position issue in general.
Stagger is also no knockdown. It is the most fragile CC in the game.
Edit:
Who is "we"?Bozzax wrote:...we probably shouldn't care much about what you write at all
Re: [Updating] Ability Rework Progress
You wrote that Chosen / KOTBS should be buffed so that ENGIE / MAGUS becomes more in demand. I just pointed out ENGI / MAGUS would be even more sought after if we buff staggers even further. Going extreme in my opinion shows the flaw in the argumentation chain.
"learn2position issue in general"
Yep most of the fodder we killed should l2p in general. 9s stagger just made them free renown
The most fragile CC?
If you don't team up with clueless AOE spammers it isn't fragile at all. If we talk about zerg fights then it is obviously fragile
"We" could be anyone thinking DoV is a really good tactic but seriously it isn't worth debating?
Even after the big nerf Chosen / KOTBS was guaranteed 1-2 slots of every premade
"learn2position issue in general"
Yep most of the fodder we killed should l2p in general. 9s stagger just made them free renown
The most fragile CC?
If you don't team up with clueless AOE spammers it isn't fragile at all. If we talk about zerg fights then it is obviously fragile
"We" could be anyone thinking DoV is a really good tactic but seriously it isn't worth debating?
Even after the big nerf Chosen / KOTBS was guaranteed 1-2 slots of every premade
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
Re: [Updating] Ability Rework Progress
even if kobs/chosen didnt have a stagger, they would have a spot in a group/premade. They have so much more to offer.
Re: [Updating] Ability Rework Progress
Ok, thanks Az! I remember Elven(or you?) saying the exact same thing earlier. What do you think of Fervour and whether it should be changed? Say, in perfect conditions(you don't have to worry about development/just purely theoretically speaking).Azarael wrote:If it's not, it'll be caught in testing. Getting close to that stage.Sulorie wrote:So the way how sorc/bw mechanic works is fixed, when the ability rework is added to the server?
The decision has been made not to make any major changes (ones that would render the game significantly different from the original) until much later.Gorwe wrote:I saw that you are willing to rework tedious stuff from mythic(such as auras not having in built twister etc). Can I ask you for a favour then?
Can you please look into turning Fervour into a single stack? Blazing Blade mechanic really does not work on a WH. Thanks!
There is only one thing which I feel is a no-brainer change: when the Gas Squig is out, Squig Herders should receive their Ballistic Skill bonus from items as a contribution to Strength.
Nope. Avoidance is checked on the shield-break component and not on the damage.Bozzax wrote:"The change in Spellbreaker is only that the skill attempts to remove a single shield BEFORE dealing damage"
Does that mean you let it remove an absorb even on a subsequent parry/block?
Still, the possibility lives! <3
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Re: [Updating] Ability Rework Progress
AmenVampire wrote:even if kobs/chosen didnt have a stagger, they would have a spot in a group/premade. They have so much more to offer.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
Re: Ability Rework Progress
i agree on stag needed to be nerfed, 9 sec was too much but 3 sec is lollable as interrupt you cannot even use it for escape.
kobs/chosen stag should be 4 sec
dok/wp moral stag 5 sec
engi/magus 6 secods
WH/WE stag 2-3 sec but need to give 20 sec immunity instead 3 to stop that stupid 2 cc exploit. ( it was only order side i think)
The more utility a class have the less cc must have. And a stag that last more than 6 seconds it's too long for put it in game.
@Luth i was refering to the aoe rage blow that extinguish the rage,but my bad i look at the wrong skill ( sy aza)... i look flurry instead wild swing sy. delete what i said xD
@to all the rest i was refering only for rdps core root not the one of tanks
i just see that all root on rdps are 5 sec exept sorc that have 10 sec root, and it felt bad as those root do not have a limit to 4 ppl like those of tanks so i just point it out.
kobs/chosen stag should be 4 sec
dok/wp moral stag 5 sec
engi/magus 6 secods
WH/WE stag 2-3 sec but need to give 20 sec immunity instead 3 to stop that stupid 2 cc exploit. ( it was only order side i think)
The more utility a class have the less cc must have. And a stag that last more than 6 seconds it's too long for put it in game.
@Luth i was refering to the aoe rage blow that extinguish the rage,but my bad i look at the wrong skill ( sy aza)... i look flurry instead wild swing sy. delete what i said xD
@to all the rest i was refering only for rdps core root not the one of tanks
i just see that all root on rdps are 5 sec exept sorc that have 10 sec root, and it felt bad as those root do not have a limit to 4 ppl like those of tanks so i just point it out.
well for chosen we are speaking of destinated to victory and superpunt, not as much what can kobs offer....Bozzax wrote:AmenVampire wrote:even if kobs/chosen didnt have a stagger, they would have a spot in a group/premade. They have so much more to offer.

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