The removal of Cleansing Wind
Posted: Fri Apr 19, 2019 6:33 pm
Hello,
So I have tried to search up discussions of this on the forums but could not find ones that really pinpoint the topic rather than mention it. I understand Cleansing Wind was removed from the game but I don't know when this occurred or why. With the initial x2 xp week and another one being waived around, a lot of Archmages are going DPS, increasing the difficulty to kill them when they can DoT > Knock-back > Heal > Kite, with some classes having no ability to cleanse any of that. There are DoTs from Archmages and Engineers that last 10+ seconds, Engineers who have more and deal 250-350+ damage per second without being able to cleanse, so even if they die first, their DoTs usually last long enough to bring you to death even with the use of a potion.
Someone's argument the other day was that if they implemented Cleansing Wind back into the game that healers would be defenseless. To argue that is to rid of the fact that it ups a down. Where they were "defenseless" before the removal, the removal leaves Witch Elves (and other classes that I don't play) vulnerable to those longing and powerful DoTs. As for Witch Elves themselves, most are roamers and gankers, where Archmages serve to support their Warband or party leaving them to be in an area usually surrounded by allies. I am not aiming this curiosity at Archmages vs. Witch Elves specifically but for any other class that may experience this angst at the loss of Cleansing Wind.
The gear in-game doesn't yet allow 2-3 shot take-downs on some of these classes that can apply these powerful DoTs. Between kite specs that stack on max armor talismans and the inability to take down a player before the DoT wears off, the DoTs are probably the most problematic to deal with. We have the Subjugator/Smuggler capes that grant the ability to do so but that's a 30m timer, as opposed to Cleansing Wind having a 5 minute (3 minutes if you spec more RR into it) timer. For an ability to have more than 60s on a timer opposing the DoTs that mages and Engineers can cast at under 10s doesn't make sense to me.
In my simple mind, I see it simply as:
• The addition of Cleansing Wind = all players have the ability to use it if they want or need it & helps counter the ones without a proper defense against DoTs to have a chance to trigger an ability every 3-5 minutes at the expense of RR (10+ RR that could be contributed to other skills/stats), time (3 to 5 minutes max), and the use of another ability.
• The removal of Cleansing Wind = all players that have the ability to apply DoTs vs. the players that have no ability to defend against them leave the ones with no ability to defend at the tip of the blade.
• Notably, it's not that Cleansing Wind continuously rids of DoTs, it's a cooldown ability that you use when you estimate a good time to initiate the skill to rid of the current Curses, Hexes, and Ailments from you. After using the skill, and having removed such abilities, the ability sets on a CD and the opposing enemy can still apply DoTs/whatnot.
I could probably make this discussion look better if I took the time to back myself up with more numbers and maybe even a stat chart but if there was a poll to assume the top number of roamers on Order vs. Destruction, I would say WLs, WHs, and SWs, vs WEs, Marauders, and SHs, leaving most to the rest to roam in a premade (party) or a Warband, to include most/all healers and tanks, with mages as well. I myself believe Cleansing Wind was a fair-use skill in-game. I use WE vs AM/Engineer as the prime example because both have longing DoTs and an AM has a knock-back that can't be defended by a WE, and Engineers have a keg that causes WE to be unable to move/use any sort of ability or potion for x amount of time. With the DoTs that cannot be cleansed and such abilities to leave them at a kiting advantage, not having Cleansing Wind is a big downfall for the players that direly need it.
I'm open to criticism a/o feedback because of course I don't play all classes to fully understand so I would like to better understand how it would be, being in the shoes of another class against Cleansing Wind, but of course this is my view, and maybe somebody has a better explanation that topples mine as to why it should remain out of the game. Please do understand that I play strictly Destruction and maybe this can be perceived the same way of someone on Order who has an issue with Magus or Shaman. Thanks for reading!
So I have tried to search up discussions of this on the forums but could not find ones that really pinpoint the topic rather than mention it. I understand Cleansing Wind was removed from the game but I don't know when this occurred or why. With the initial x2 xp week and another one being waived around, a lot of Archmages are going DPS, increasing the difficulty to kill them when they can DoT > Knock-back > Heal > Kite, with some classes having no ability to cleanse any of that. There are DoTs from Archmages and Engineers that last 10+ seconds, Engineers who have more and deal 250-350+ damage per second without being able to cleanse, so even if they die first, their DoTs usually last long enough to bring you to death even with the use of a potion.
Someone's argument the other day was that if they implemented Cleansing Wind back into the game that healers would be defenseless. To argue that is to rid of the fact that it ups a down. Where they were "defenseless" before the removal, the removal leaves Witch Elves (and other classes that I don't play) vulnerable to those longing and powerful DoTs. As for Witch Elves themselves, most are roamers and gankers, where Archmages serve to support their Warband or party leaving them to be in an area usually surrounded by allies. I am not aiming this curiosity at Archmages vs. Witch Elves specifically but for any other class that may experience this angst at the loss of Cleansing Wind.
The gear in-game doesn't yet allow 2-3 shot take-downs on some of these classes that can apply these powerful DoTs. Between kite specs that stack on max armor talismans and the inability to take down a player before the DoT wears off, the DoTs are probably the most problematic to deal with. We have the Subjugator/Smuggler capes that grant the ability to do so but that's a 30m timer, as opposed to Cleansing Wind having a 5 minute (3 minutes if you spec more RR into it) timer. For an ability to have more than 60s on a timer opposing the DoTs that mages and Engineers can cast at under 10s doesn't make sense to me.
In my simple mind, I see it simply as:
• The addition of Cleansing Wind = all players have the ability to use it if they want or need it & helps counter the ones without a proper defense against DoTs to have a chance to trigger an ability every 3-5 minutes at the expense of RR (10+ RR that could be contributed to other skills/stats), time (3 to 5 minutes max), and the use of another ability.
• The removal of Cleansing Wind = all players that have the ability to apply DoTs vs. the players that have no ability to defend against them leave the ones with no ability to defend at the tip of the blade.
• Notably, it's not that Cleansing Wind continuously rids of DoTs, it's a cooldown ability that you use when you estimate a good time to initiate the skill to rid of the current Curses, Hexes, and Ailments from you. After using the skill, and having removed such abilities, the ability sets on a CD and the opposing enemy can still apply DoTs/whatnot.
I could probably make this discussion look better if I took the time to back myself up with more numbers and maybe even a stat chart but if there was a poll to assume the top number of roamers on Order vs. Destruction, I would say WLs, WHs, and SWs, vs WEs, Marauders, and SHs, leaving most to the rest to roam in a premade (party) or a Warband, to include most/all healers and tanks, with mages as well. I myself believe Cleansing Wind was a fair-use skill in-game. I use WE vs AM/Engineer as the prime example because both have longing DoTs and an AM has a knock-back that can't be defended by a WE, and Engineers have a keg that causes WE to be unable to move/use any sort of ability or potion for x amount of time. With the DoTs that cannot be cleansed and such abilities to leave them at a kiting advantage, not having Cleansing Wind is a big downfall for the players that direly need it.
I'm open to criticism a/o feedback because of course I don't play all classes to fully understand so I would like to better understand how it would be, being in the shoes of another class against Cleansing Wind, but of course this is my view, and maybe somebody has a better explanation that topples mine as to why it should remain out of the game. Please do understand that I play strictly Destruction and maybe this can be perceived the same way of someone on Order who has an issue with Magus or Shaman. Thanks for reading!