Emissary wrote: Wed Jul 31, 2024 6:50 pm
Just remember the dmg buff is only 2 seconds but you have to stop for 3 seconds ... literally like another poster just said once you realize its a root that only lasts 3 seconds your life changes. I can say I cant remember the last time gork has ever stopped me dead.
This point( which for some unknown reason is being repeated in here) is unfortunately completely ignoring the real power of this ability and therefore also ignoring the main point i made in #1 post.
Reminder: Standing still does not counter Gork Sez Stop when cast by a Shaman with average IQ. The shaman will cast this on someone( often ranged trying to get away from melee) when being chased by other players including the shaman himself,
in these situations standing still will result in a high probability of instant death. There are so many situations in this game where one can't even afford to stand still 1 second much less 3 seconds.
Hence Gorzk Sez Stop acts like an execution move from 100 range( death sentence for squishy characters) since the alternative to standing still is not an option that can be sustained with this M1 quickly ramping up to unreasonable amounts of damage for a M1 morale. This is why a timer limit is needed to balance it.
Now that it has been confirmed to be 3 seconds, it is even worse. 3 seconds of standing still is very rarely an option when being chased.
To summerize:
The shaman has a tool which does not require any risk to use, done from long range, has extreme returns with very little effort required. Once the shaman player realizes how to use this, it becomes highly exploitable,
i.e on targets being chased by players allied with the shaman, not in low risk situations where someone can afford to stand still.
Not in 1vs1 situations with the shaman .
So let's compare it to other M1 effects with a similar purpose, to disable/ kill your target through a tactical advantage.
Champions Challenge : Requires melee range(Gork 100 range). Disables the caster so it has a risk component attached to it( Gork no risk at all, done safe from long range with the shaman happily doing whatever he was doing). Does no damage( Gork does a lot of damage). It is longer lasting but is far easier to counterplay since the caster needs to be in your face, i,e melee range on a slow character( tanks) in order to use it( again- Gork 100 range).
M1 Roots , 65ft range, does 900 damage 5 sec root. Can be countered by root breaks, damage is not significant. Can be immune to the root effect.
These two M1 morales are obviously balanced with the rest of the game, Gork Sez Stop is not.
TL;dr How anyone can think this M1 morale is balanced at 3 seconds standing still with a max morale ( unmitigated) damage of 18.000 is beyond me. With balance in mind this ability obviously need to be caped, have a duration of max 10 seconds( which is still 3k morale ''true'' damage, way more than any equivalent at this tier M1)