Then why continue in this pattern? That makes no sense. If we're in a messy situation because of generalized changes, then obviously making more such changes, is only going to make it worse.Gobtar wrote:Broad generalizations to change KDs is exactly what brought us into the problem in the first place.
KD duration for balance or loss of flavour
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Re: KD duration for balance or loss of flavour
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Re: KD duration for balance or loss of flavour
I am not making any just gauging the discussion. My points are just to follow up on subjects being brought up. I included Sizer's quote and how I addressed it. Personally I would like to see WH/WE and Choppa Slayer revert back to their 2s KDs. I am not sure how I feel about IB's Cave-in yet.
Last edited by Gobtar on Mon Mar 07, 2016 7:27 pm, edited 1 time in total.

- th3gatekeeper
- Posts: 952
Re: KD duration for balance or loss of flavour
Shadowgurke wrote:I still think that most CC in this game was over nerfed. Mainly stagger and roots, but also KD to some degree
I agree.
I am fine with a 3 second knockdown as its a "hard control".
Things like stagger that break upon taking damage should be much longer than 3s. Maybe more like 5-6 ish?
So basically I look at things like hard versus soft control.
Hard control - like knockdowns should be limited to maybe 3 seconds.
Soft control should last much longer (stuff where you are taken out of control if hit etc etc)
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- TenTonHammer
- Posts: 3806
Re: KD duration for balance or loss of flavour
except you already have 5s staggers on engie and magus
and that duration on their staggeres makes them unique for grp play
furthermore staggers shouldnt become any longer than that and buffing the staggers on kotbs/chosen from 3>5 shouldnt happen cause they are already strong as it is
and that duration on their staggeres makes them unique for grp play
furthermore staggers shouldnt become any longer than that and buffing the staggers on kotbs/chosen from 3>5 shouldnt happen cause they are already strong as it is

Re: KD duration for balance or loss of flavour
Which is fine. They also have other things, like Magnet, that will always make them viable in WBs.TenTonHammer wrote:except you already have 5s staggers on engie and magus
How about overall keeping the chosens/knights at the same place (possibly bring them down a little even) by nerfing some parts of them, but also buffing their aoe stagger? Just me thinking out loud here....TenTonHammer wrote:furthermore staggers shouldnt become any longer than that and buffing the staggers on kotbs/chosen from 3>5 shouldnt happen cause they are already strong as it is
- TenTonHammer
- Posts: 3806
Re: KD duration for balance or loss of flavour
Except when az along with renork and peterpan were discussing the stagger buffs it was not intended toward wb v wb it was for small scale, 6v6 the entire point of the change was to make them viable for grp play
Staggers are weak in wb v wb b/c of how eaisly they are broken
Staggers are weak in wb v wb b/c of how eaisly they are broken

Re: KD duration for balance or loss of flavour
Then why would you be bothered about Chosens/Knights? Aren't SMs/BOs and IBs/BGs considered superior in grp play? Don't you generally want a MT and a DPS OT? Where the Chosen/Knight doesn't really fill any of those roles, since it's mainly just support?TenTonHammer wrote:Except when az along with renork and peterpan were discussing the stagger buffs it was not intended toward wb v wb it was for small scale, 6v6 the entire point of the change was to make them viable for grp play
Staggers are weak in wb v wb b/c of how eaisly they are broken
Re: KD duration for balance or loss of flavour
Its here guys, Bizarro world is here.Razid1987 wrote:Then why would you be bothered about Chosens/Knights? Aren't SMs/BOs and IBs/BGs considered superior in grp play? Don't you generally want a MT and a DPS OT? Where the Chosen/Knight doesn't really fill any of those roles, since it's mainly just support?
Kobts/Chosen are better in group play, wb play, pve play, crunch time play, play station, playing with play doh, play by play commentary and pug to play.
I dont know where you got that they are worse in groups, its not true at all.
Last edited by bloodi on Mon Mar 07, 2016 8:02 pm, edited 1 time in total.
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Re: KD duration for balance or loss of flavour
Gobtar wrote:I am not making any just gauging the discussion. My points are just to follow up on subjects being brought up. I included Sizer's quote and how I addressed it. Personally I would like to see WH/WE and Choppa Slayer revert back to their 2s KDs. I am not sure how I feel about IB's Cave-in yet.
Dont forget rkd's


I have been playing my squiggy a bit of late and often roaming the lakes solo, i have lost count the amount of times a wh has popped on me and i got up from the kd at around 20% hp or less at which point its game over, however to play devils advocate with myself

About stagger kotbs/chosen bring alot more to the table and frankly 3 secs is plenty of time to get what u want out of the stagger be it kiting and needing to save someone in trouble or to stagger healers to burn down a dps. Also gives engi/magus something unique which cant be a bad thing.
Last edited by Morf on Mon Mar 07, 2016 8:03 pm, edited 1 time in total.
Morfee - Shaman / Mynnos - Kotbs / Grubod - Black Orc / Snubz - Squig Herder
Re: KD duration for balance or loss of flavour
I was asking questions. I genuinely don't know much about group play, which is why I ask. How is that bizarre? And how about you add to the discussion, or enlighten me, instead of making fun of me?bloodi wrote:Its here guys, Bizarro world is here.Razid1987 wrote:Then why would you be bothered about Chosens/Knights? Aren't SMs/BOs and IBs/BGs considered superior in grp play? Don't you generally want a MT and a DPS OT? Where the Chosen/Knight doesn't really fill any of those roles, since it's mainly just support?
Kobts/Chosen are better in group play, wb play, pve play, crunch time play, play station, playing with play doh, play by play commentary and pug to play.
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