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Re: KD duration for balance or loss of flavour

Posted: Mon Mar 07, 2016 9:00 pm
by Penril
TK, you also forgot the 100ft ST KD on disrupt for Mara. And the range on On your Knees! goes up the more Frenzies you have.

Re: KD duration for balance or loss of flavour

Posted: Mon Mar 07, 2016 9:04 pm
by Tklees
Updated.

Re: KD duration for balance or loss of flavour

Posted: Mon Mar 07, 2016 9:07 pm
by TenTonHammer
the range of damage....right?


also lol maras dont even put mutated energy on their hot bars right?

Re: KD duration for balance or loss of flavour

Posted: Mon Mar 07, 2016 9:09 pm
by Penril
TenTonHammer wrote:the range of damage....right?


also lol maras dont even put mutated energy on their hot bars right?
Ooops yeah the range of damage. My bad. I haven't played On Your Knees! in a while.

As for Mara Kd... viable or not, it exists. I don't think that is a list of "viable" KDs anyway but just a list of ALL KDs in the game.

Re: KD duration for balance or loss of flavour

Posted: Mon Mar 07, 2016 9:12 pm
by Gobtar
TenTonHammer wrote:the range of damage....right?


also lol maras dont even put mutated energy on their hot bars right?
I don't think it's a subject of which KDs are actually used, more of a fact that they exist. TKs orinally post reflected what the average person expects from a KD source, we had to dig deep to find obscure KDs that didn't make the original list...

Honestly can't remember the last time I saw anyone use the WE KD tactic, or the SH pet KD. However they do exist, just goes to show not all KDs are created equal.

Re: KD duration for balance or loss of flavour

Posted: Mon Mar 07, 2016 9:31 pm
by Razid1987
Gobtar wrote:...just goes to show not all KDs are created equal.
Which is also why they shouldn't be treated equal. Not saying you think that. Just pointing it out ^^

Re: KD duration for balance or loss of flavour

Posted: Tue Mar 08, 2016 7:49 am
by Annaise16
Mdps knockdown durations should be changed back to 2s.

Tank kd durations should be 3s.

Ranged kd's range should be reduced to 30 ft so that they beome primarily defensive abilities to be used against mdps and tanks. Single target ranged stagger ranges should be reduced to 45 ft for the same reason.

AOE staggers should be 4.5 s, 3 gcds is plenty of time to make an impact.

Aoe roots should continue to have a 5-sec duration but their associated immunity duration should be 15-sec.

Keep in mind that the AOR dev that made the cc changes at the end of 2012 was new to the game and appeared to have little experience with MMOs. He was clueless. He completely disregarded the fact that the cc abilities were on different classes and he appeared to base his decision on 6v6 balance where the tanks and mdps both have kds, "So why shouldn't their kds have the same duration?"

Re: KD duration for balance or loss of flavour

Posted: Tue Mar 08, 2016 5:12 pm
by bloodi
I wwould reduce just the SL/choppa one, imo the WE/WH need their 3 secs.

And i think reducing the rkds range is a good idea, on the BW you can see things like fireball barrage, a pretty worthless skill get reduced range because it does aoe damage but somehow you get the full 100 ft on the RKD.

Apparently doing negligible aoe damage is a much better trait than a RKD.

Re: KD duration for balance or loss of flavour

Posted: Tue Mar 08, 2016 5:18 pm
by Tklees
bloodi wrote:I wwould reduce just the SL/choppa one, imo the WE/WH need their 3 secs.

And i think reducing the rkds range is a good idea, on the BW you can see things like fireball barrage, a pretty worthless skill get reduced range because it does aoe damage but somehow you get the full 100 ft on the RKD.

Apparently doing negligible aoe damage is a much better trait than a RKD.
as someone who mains WH/WE, we don't need 3 seconds. That change made insta gibbing people a joke and completely removed the choice of 2s kd vs 3 sec silence or 4 sec Disarm

Re: KD duration for balance or loss of flavour

Posted: Tue Mar 08, 2016 5:22 pm
by bloodi
Tklees wrote:as someone who mains WH/WE, we don't need 3 seconds. That change made insta gibbing people a joke and completely removed the choice of 2s kd vs 3 sec silence or 4 sec Disarm
I dont think a WH/WE can compete in terms of sustained damage with the other melee options, i think having an extra second on KD and extra burst kinda defines the class on the burst niche, if that fails, you disengage and goodbye.

You dont choose because you are always speccing for KD, if you dont spec for it, then the choice is based on attacking a caster or a melee person.

Of course a KD is better than a silence or disarm, duh.