Solving CC's with simple changes

yeah stamina drain needs to be more of a thing quite frankly.

oh also for cleansing effects there should be a small buffer time between reapplication of AOE effects. otherwise things like purfy or the other cleanse effect are kinda worthless.
it needs to be long enough to clear most of these AOE abilities.

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I’m all for this. The true meta isn’t any build, its ROOTS. Stop someone from being able to move and everyone jump on them…Very poor combat style

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Melee needs more slows and ranged should get more stuns. Having the ability to shoot safely from a distance but yet still slow your target is busted. AGS has them flipped in my opinion.

im not 100% on that.

i think situationally, melee should (and does) have chase abilities it can be in the form of a speed boost or slowing, stunning or knocking down enemies to do so.

situationally a ranged user should have the ability to set up the battle field and pick and chose where to fight. it should inherently be based on traps or AOE deterrents. but it can be anything from slows, stuns, or bear traps. those abilities simply dont function well though.

i would of loved to see like bow rain of arrows have a caltrop perk instead that slows enemies walking through it (and having the rain circle persist), the musket bear traps are REALLY easy to avoid. should be when setup, visible to team mates and persist until you go past a certain distance or drop a new one.

Yes! Really bad slow in exchange for root is a really good idea. Draining stamina might not be. It removes most ability to counterplay/outplay, though maybe sum more passives like the hammer? Slows stam regen

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all weapons probably could do with a onceover if stamina damage becomes more of a thing along with more cleanse abilities.

I’m all for the changes in ice shower but the stamina drain is a bit too broken imo. If you use SnS that’s the only counter when you get plopped with the ice storm. With the stamina drain it will go down to your shield being broken and now you’re a sitting duck.

Same with Grav well, it’s a good set up kit but the stamina drain is too much. The only one that I feel is fair with stamina drain is petryfying scream since I feel like it’s very in-character for a void gauntlet considering there will be no more roots.

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I actually thought of a perk that drains either stamina or mana per hit. What do you think about that? or a perk that can stagger on heavy attacks

Mage’s Bane - mana drain per hit of melee weapons
Exhausting Strikes - stamina drain per hit of melee weapons
Devastating Blow - Heavy attacks will cause stagger

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There is a few other alternative options to those based on existing debuffs that could work too.

  1. exhausting strikes could just be exhausting strikes causes exhaust that reduces stamina regen which would be fairer to those that can manage their stam right vs those that auto exaust themselves spamming doges and going grey

  2. Mage’s bane the closest option is silence. which could be interesting as it effects ALL abilities. this one if you want to be specifically anti magic might need a specific mana damage ability’s.

  3. not 100% sure about stagger strikes. though easy name for it would just be concussive. it will be exceptionally brutal to any non STR 300 players though so not particularly happy with it imho.

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Yeah that would be fairer, I did notice that a lot of people running away would just go grey. Wish they’d punish more spamming dodges than managing it.

Silence sounds good, but what’s the requirements for it? Silence on crit for x secs with x secs of cd?

I just thought of this when people were saying stagger was a great part of the game and shouldn’t be removed. But I do get it that it’ll only hurt non-str 300 players.

i think id perfer mana damage or a plauge strike style stop mana regen/healing over silence. silences are powerful abilities and should be relegated to abilities.

for stagger… i think stagger combat requires that proper timing of dodging and parrying weapon blocks be exceptionally important.

something along the lines of most attributes needs some flavor of grit type protection so that it is fair and not chainable.

but that is way more involved than a simple ability.

stagger strike could be a combo abiltiy off the final hit of a light attack (so you can see it coming) or off of heavy attacks with a cool down (so you can also see it coming) with probably a visual effect. that might be fairer.

I think a bow perk that gave knockback on one of the heavier single target skills might have a place in the game. Similar to the effect of shield bash and clearout

It would be really annoying if a couple people were doing it in tandem, but at the very least it would require them to be aiming and leading shots since its a kinda slow moving projectile, and if you linked it to a skill cooldown at least they couldnt be pinning you with it constantly.

As someone who’s shot some bows in real life, I think it’s underappreciated how much force is in the impact of an arrow. If you were wearing armor it would crumple you to get hit in the chest with a big heavy arrow. You might live, but you wouldn’t just stand there and take it.

Incorrect, escape abilities would still work due to no more root. Leap, Charge, Burnout etc. By the time you are out, your stam should be recovered. But what this does do is punishes players who use their escapes too early. It also gives a slight advantage to those with hearty and nimble perks. The slow becomes nullified if you can just spam dodge during it, you have to give a short window of being able to hit the target on the CC. Root however just makes everyone feel miserable. It needs an inbetween.

at the least with a double stagger you get the freebee rollaway. it would take quite a lot of coordination to time it right.

Amazing view @Xyshina like the suggestions. I think roots are also the problem of rubberbanding and desync. More slows will be better and I have an Idea.

  1. Every hit you take should drain your stamina by some amount ( it will prevent dodge spamming and light armor users will need to be more careful)

  2. Reduce blocking stamina damage received so people can use block more wisely and will reduce that melee LMB mashing.

  3. Heavy armor is for tanks and make it so. GA is fine (except the changes up would be nice on scream, well and shower), problem is heavy armor, they sustain tons of damage because of fortify and armor on them and with that they also deal tons of damage. Just reduce the damage and healing output in heavy armor. Dps and Healers will be forced to go medium or light and that will make them more vulnerable the way it should be, and tanks will get a role than, not like now every heavy user is a tank and dps at same time.

  4. With all this changes damage on some ranged and mages can also go down a bit ( but give them some armor penetration to fight the tanks ).

  5. Make stun chains unavailable. ( after 2 chain stuns in 2 seconds interval, make your character immune to stuns for 1-2 seconds.

Or just add diminishing returns so that stuns and roots become less and less effective over time before being reset after reaching its minimum timer after X seconds instead of reworking a bunch of weapons unnecessarily.

Both should exist, DR and reworking of how CC’s play in this game. Having CCs that are death sentences is stupid.

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Everything fine but not sacred ground. That broken spell needs no additional things!

Not sure I agree with this part, but interesting idea. I do like the idea though of more “stamina drains” instead of hard roots. Slow + drains would help reduce dodge spamming, make people be more careful, but also not feel like your character’s mobility was completely removed.

people will never ever die if you cant stun or root, it already takes great team work with roots and stuns to kill people healing in this game is simply too strong and damage too low