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On the Breaking of Roots and Staggers

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Ninepaces
Posts: 313

On the Breaking of Roots and Staggers

Post#1 » Tue Feb 02, 2016 9:09 am

Are there any plans to address instant breaking of roots/staggers? These important tools for tanks seem to be wasted in oRVR and scenarios due to other players either not seeing them or not being able to react in time, resulting in a lost cooldown and free immunity.

My suggestion would be to prevent premature breaking for half the duration of the cc...thats around 1.5-2 seconds of guaranteed cc... It would ensure some use from the ability, not be too overpowered, and it gives all friendly players enough to time to stop an area cast or something like that. The immunity would then still apply as normal. I would prefer something like that over an RNG based 50% break rate that is currently applied to some of the ccs.

-Saith, Critical Acclaim

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roadkillrobin
Posts: 2773

Re: On the Breaking of Roots and Staggers

Post#2 » Tue Feb 02, 2016 9:26 am

Some of em are allready unbreakeble, Like the WL, KOTBS and Sorcs Morale ones.....
The ones who are not are allready powerful if used right.
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Tesq
Posts: 5713

Re: On the Breaking of Roots and Staggers

Post#3 » Tue Feb 02, 2016 10:08 am

would that make aoe stag like KD then? (i know you talked about tank root/stag but what about other stag?) aoe stag from magus and dok/wp moral would act more like:

2,5 kd +2,5 stag
3 KD +3 stag

?

or you would change only tank tools?
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Tklees
Posts: 675

Re: On the Breaking of Roots and Staggers

Post#4 » Tue Feb 02, 2016 10:39 am

Ninepaces wrote:Are there any plans to address instant breaking of roots/staggers? These important tools for tanks seem to be wasted in oRVR and scenarios due to other players either not seeing them or not being able to react in time, resulting in a lost cooldown and free immunity.

My suggestion would be to prevent premature breaking for half the duration of the cc...thats around 1.5-2 seconds of guaranteed cc... It would ensure some use from the ability, not be too overpowered, and it gives all friendly players enough to time to stop an area cast or something like that. The immunity would then still apply as normal. I would prefer something like that over an RNG based 50% break rate that is currently applied to some of the ccs.

-Saith, Critical Acclaim
If you are using CC without communication to your group before it goes out to prevent it being broken you are doing it wrong. If it's being broken by pugs that's to be expected and it's something we all face. In coordinated PvP these abilities are working as intended and are effective.
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Tiggo
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Posts: 1948

Re: On the Breaking of Roots and Staggers

Post#5 » Tue Feb 02, 2016 11:08 am

i too think it would lower skill in an already quite skilless game even more. you could make a makro telling before a stun to the scenario e.g.

coordination of cc is one of the most important skills in this game, so please no nerf.
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vove
Posts: 209

Re: On the Breaking of Roots and Staggers

Post#6 » Tue Feb 02, 2016 11:20 am

No, no, no, no, NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!

It's another idea in trying to change the game to fit players with no skill. If someone is stupid and breaks cc it's not game's fault.

Stop trying to downgrade everything. Teach your teammates not to break roots. You get animation above the head of the target, I mean how hard is that? Oh, your teammates don't look at the screen? Ok, let's break the game mechanics and make it easier for you to cc people...

/sigh

Cornerback
Posts: 246

Re: On the Breaking of Roots and Staggers

Post#7 » Tue Feb 02, 2016 12:04 pm

Although i oppose this suggestion, I still have the impression that roots break much faster than they did back on live.

Back on live, my aoe-root would stop enemies for about 0.5-1seconds, even if there was heavy aoe-fire. Instant removal never happend in a way it does here at RoR.
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Azarael
Posts: 5332

Re: On the Breaking of Roots and Staggers

Post#8 » Tue Feb 02, 2016 12:20 pm

No chance. "You are Disabled" (i.e. TOTAL loss of control) while also being subject to attacks is a curse that should never have existed, and Mythic paid for it. Converting staggers into 2s KDs is never, ever, ever going to happen.

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Ninepaces
Posts: 313

Re: On the Breaking of Roots and Staggers

Post#9 » Tue Feb 02, 2016 12:48 pm

Tesq wrote:would that make aoe stag like KD then? (i know you talked about tank root/stag but what about other stag?) aoe stag from magus and dok/wp moral would act more like:

2,5 kd +2,5 stag
3 KD +3 stag

?

or you would change only tank tools?
To be honest I was mostly thinking of chosen/kotbs stagger, and all the tank area root.
Tklees wrote: If you are using CC without communication to your group before it goes out to prevent it being broken you are doing it wrong. If it's being broken by pugs that's to be expected and it's something we all face. In coordinated PvP these abilities are working as intended and are effective.
Broken by pugs. Yes it something we all face. I think its something we should all not face. Even in premade scenarios you cant control the pugs.
vove wrote:No, no, no, no, NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!

It's another idea in trying to change the game to fit players with no skill. If someone is stupid and breaks cc it's not game's fault.

Stop trying to downgrade everything. Teach your teammates not to break roots. You get animation above the head of the target, I mean how hard is that? Oh, your teammates don't look at the screen? Ok, let's break the game mechanics and make it easier for you to cc people...

/sigh
Talk without the sarcasm or shut the **** up. There is delay on the animation as well. The chosen aoe stagger for example takes 0.5-1 second to appear. The chosen aoe root animation has a delay also AND if people aren't graphics high enough to see area effects they're not even going to notice it.
Azarael wrote:No chance. "You are Disabled" (i.e. TOTAL loss of control) while also being subject to attacks is a curse that should never have existed, and Mythic paid for it. Converting staggers into 2s KDs is never, ever, ever going to happen.


Not even 0.5-1 second guarantee? Just long enough to give people a chance to see the animation. That OR make sure the animations are instant, which they are not.

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Tklees
Posts: 675

Re: On the Breaking of Roots and Staggers

Post#10 » Tue Feb 02, 2016 12:53 pm

Ninepaces wrote:
Tesq wrote:would that make aoe stag like KD then? (i know you talked about tank root/stag but what about other stag?) aoe stag from magus and dok/wp moral would act more like:

2,5 kd +2,5 stag
3 KD +3 stag

?

or you would change only tank tools?
To be honest I was mostly thinking of chosen/kotbs stagger, and all the tank area root.
Tklees wrote: If you are using CC without communication to your group before it goes out to prevent it being broken you are doing it wrong. If it's being broken by pugs that's to be expected and it's something we all face. In coordinated PvP these abilities are working as intended and are effective.
Broken by pugs. Yes it something we all face. I think its something we should all not face. Even in premade scenarios you cant control the pugs.
vove wrote:No, no, no, no, NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!

It's another idea in trying to change the game to fit players with no skill. If someone is stupid and breaks cc it's not game's fault.

Stop trying to downgrade everything. Teach your teammates not to break roots. You get animation above the head of the target, I mean how hard is that? Oh, your teammates don't look at the screen? Ok, let's break the game mechanics and make it easier for you to cc people...

/sigh
Talk without the sarcasm or shut the **** up. There is delay on the animation as well. The chosen aoe stagger for example takes 0.5-1 second to appear. The chosen aoe root animation has a delay also AND if people aren't graphics high enough to see area effects they're not even going to notice it.
Azarael wrote:No chance. "You are Disabled" (i.e. TOTAL loss of control) while also being subject to attacks is a curse that should never have existed, and Mythic paid for it. Converting staggers into 2s KDs is never, ever, ever going to happen.


Not even 1 second guarantee? Just long enough to give people a chance to see the animation. That OR make sure the animations are instant, which they are not.
If you would like complete control of CC used by your group in SCs they have released 6v6 style SCs where you can avoid the pugs.
Tklees Chatoullier
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