The only way to kill any healer worthwhile is to chain cc them….
This is because ags’s system designers do not realize some key points about aoe (like that is super resource intensive). They need ot start shifting a lot of the ground aoe effects to things like incinerate, instead of things like sacred.
They also do not understand the two combinations that break gaming (regen+resist, and attack speed + critical chance), these combinations you should never pair. In effect we have the first, regen (scared ground) + lots of resist (or damage reduction as we’d put it). This is why its so broken.
This problem with healers is corrected easily by changing scared into an ability similar to splash of light, that heals or does something to the group that is not HoT (Heal over time) based (because they are also resource intensive), but has some sort of benefit to pair with others something like
"your bless (renamed sacred ground), blesses group members increasing all healing they recieve by 30% and applies 10% Fortify for 10 seconds, Heals for 60% Weapon damage "
From here we just make a few adjustments to the other heals like
- Splash of light now cleanses all debuffs, and its heal is increased to 120%, but its cooldown is increased to 12-15 seconds.
- Embrace’s heal is increased to 10 seconds, but its upgrade talents not heal the caster/healer for 50% (upgrade perk 1) and a near by ally for 50%l 100% of the time.
this will turn embrace into a unique spell between lights/splash healing 2 + the healer people making it unique.
From here, healing will be counterable with some interrupts or cc’s or applying plague, and wont just be stand in this aoe and afk.
I think the spear is a decent weapon for how to set up cc abilities, the stuns are extremely brief and they require skill to land. I think more weapons should be like spear, the stun is only good for 1 second or so and damage cancels the stun. Long stuns feel bad, especially long roots that cause desync like gravity well. I think that there should be a cool down and the same cc ability cannot be used against a target
True. Also, the amount of chain dodging this game offers is way beyond good and evil. How often did I miss attacks from behind because people are just randomly dodging all over the place without forseeing an attack incoming.
There is no skill involved integrating a dodge between every 1 or 2 attacks just because their stamina regen allows them to. Give dodge a cooldown so people use it more on purpose.
I have 2 freedom and it’s really changing things, one is not enough to feel it.
path of destiny is not a stun, please don’t comment on things you don’t know.
This really isn’t a problem. Its a single build thats useless in most situations. It has to be a full 1v1 battle to pull it off. This is not frustrating. Its part of the game. If they catch you with a stun and they are able to perform a perfect chain, you got simply outplayed and must fight again. Fights shouldn’t have to last hours. Nothing is wrong for a quick battle, especially if the combo is hard to pull off
This is not exactly true. chain cc’s do need some control on them, other wise people will just cheese to top ranks for ranked pvp.
Some control is needed. A lot of people advocate for DR, but i think some changes could be made to not need that. Also, i feel like dr systems would potentially destroy some classes like spear/hammer.
it is a half second mini stun, in the form of stagger so yes it is still technically a stun, ironically the counter to it is the 300 strength GRIT perk that it is on the same weapon it uses.
the fact that something can still crowd control people in a 17 meter long by 9 meter wide path is absurd, coupled with large amounts of healing nearly 50%, it is absolutely RIDICULOUS that melee gets all these second chances.
charge escape into potion reset
path of destiny into a crowd for full HP.
So melee users should have no option to reset? It should be a constant chase and die, while mage/range can do mid to long range damage while being able to run away every time? That doesn’t make sense.
Path of destiny animation is so slow, that you have to be not in combat to get it off without it being interrupted. Also super easy to dodge because of how long the animation is. If you left the hammer guy all alone that is no ones fault but your teams…
it’s not about that, it’s about 30 warhammer/great axes.
Path of destiny is a war ability. Where once the chain cc hits, it is never ending for group fighting.
Hammer should be that big impactful weapon, but the fact that it gets exponentially stronger the more you have makes it uncounterable.
Theoretically you could wipe out a massive zerg if you had 40 path of destinys go off at the same time from different angles. No other ability in the game has that much potential power or AoE.
No one would care if it was just a heal, or just CC. But it also simultaneously hits for 1.3-1.5 k damage in a massive AoE radius.
5 of those going off is 6,500 damage
10 = 13,000
15 = 19,500
20 = 26,000
30 = 39,000
Big AoE coupled with big damage.
Meanwhile pillar of fire is like this small AoE that does 1.5 k
Melee has far larger AoE potential burst than mages
people have been spamming the forums for diminishing returns to be added since release with hammer chain cc, do it and stop being so late for once please…
In order of importance: Assuming desync is fixed/will be if not desync is #1: To fix pvp AGS needs to rework unending thaw ( roots are strong enough, the perk just makes ice shower busted and oppressive) remove zoom from musket (shooting beyond render by seal team six is self explanatory busted), fix melee auto tracking (whether thats tied to Desync i dont know but its a must fix dpsing air while tracking feels horrible). Remove speed buffs from rapier (its already defense enough, cooldowns seem to be in a better spot rather than riposte spam like before). The free light dodge you get when getting CC spammed only works if you have no other key pressed ( make it so you can spam dodge and a direction key so things stay fluid, not clunky and unreliable which would prbly fix the grievances with war hammer cc chain) after all these changes then you can actually progress on balance to call this a good pvp game, if not then just dont even bother and call this a pve game, keep releasing new expeditions and be up front to your current player base that mainly pvp.
Sincerely
-Someone Who Cares
I agree not a lot of people are using this stun chain SnS build but it is growing in popularity as of late because people are catching on. It’s going to become very popular if nothing changes, just watch.
Edit: my prediction has become increasingly true.
Any build appearing on youtube then becomes more used. But even if you nerf it, there will be the next one, and the next one.
As someone else said, it’s not about the single player stuns, this is about having 10 stuns from 10 different people using exotic mixture of weapons.
They should add diminishing return on CC and make so that you need at least 100 points in the main attribute of a weapon to use it, if you want to use IG, you need 100 int.
One immediate downside to that is making heavies the most easily kited group of people in the game. I don’t see how you can change base movement rates by armor class without making kiting dramatically more effective than it already is, so how would avoid doing that with this proposal?
Maybe you misunderstood. I am not advocating to add slows or anything to armor classes. I am just saying by default weapons of a melee nature should not have many mobility options (like burn out).
You could always make a craft mod and perk or add it to the game itself and scale it to constitution or make it a constitution perk at 200 or 250 imo.
Resolve
For every .5 seconds you are immobilized (stun, root, slow, dodge lock, silence) you gain a stack of Resolve. Stacks up to 10 times. Lasts 6 seconds and is refreshed per immobilize. Perk applies on CC activation and does not reduce duration until after initial hit.
For example: 0 stacks = 100% duration, a 1 second root gives you 2 stacks but the intial root is still 1 second, once hit with another CC, say a chain scream for another root, you have 2 stacks on second root hit so you have 20% reduced duration, it is now .8 seconds. After another root you will have 3 stacks. After another 1 second root hits; it is now a .7 second root and you will have 5 stacks for 50% reduction. A fourth scream would be .5 seconds and you will have 6 stacks and so on.
5th scream: .4 seconds and 7 stacks.
6th scream: .3 seconds and 7 stacks.
7th scream: .3 seconds and 8 stacks.
8th scream: .2 seconds and 8 stacks.
Essentially Diminishing returns.
Resolve: Each stack gives you 5%/7.5%/10% reduced CC duration based on equip load. 5% light, 7.5% medium, 10% heavy per stack.
Ok, then yes I misunderstood when you wrote about making heavy armor a slow moving class. Reducing (not eliminating) gap closing skills is one thing but reducing the base movement rate is something else entirely.
That said, I would think you have to be careful about being too heavy-handed implementing a reduction in gap closers as well. I see where you’re coming from - it would just need a thoughtful set of incremental changes or you still wind up with a model where heavies are incapable of ever closing on ranged players.
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