Funny enough the only time this kind of energy is given off is when it’s IG or VG.
I distinctly and still do see grav well spam on points, at doors, on ledges, on corners just about everywhere. Imagine having a root you can toss a few meters out.
Funny enough the only time this kind of energy is given off is when it’s IG or VG.
I distinctly and still do see grav well spam on points, at doors, on ledges, on corners just about everywhere. Imagine having a root you can toss a few meters out.
So you’re telling me 1 player can use ice shower, dodge backwards use 2 heavy attacks and a ice spike swap to a VG in 2 seconds? And you can’t do anything at all?
You get rooted for 1 second during the combo and it’s extended by 1 second off 1 heavy attack.
If I was a guessing man with latency you’d realistically ice shower - strafe back heavy heavy attack immediately ice spike and your root duration is over but the person is still slowed.
You should then follow up with a scream if they panic dodge twice and you just follow them.
This is all assuming a 1v1 (who cares to balance for that)
If you’re concerned about getting rooted bring a mobility weapon and stop following cookie cutter max dps builds.
Lastly, void gauntlet roots needs to operate like ice gaunt and great axe and allow mobility abilities to break free of it.
I stated earlier in this thread that I was a rogue in classic wow stun locking people. A notable different between wow cc and cc in this game is that wow had a trinket to get out of ccs and it also had rng that allowed blind to “miss” as well as blind and kidney shot to randomly end seconds early.
Grav well isn’t a root my dude. You can left click out of it if you’re melee and you can use movement abilities to get out of it.
Mobility abilities don’t help against roots, don’t assume what builds people play, and mobility abilities don’t let you “break free” of roots unless I’m missing something.
I will always maintain that PvP devs (of any game) that use loss of character control effects as a balance mechanism are guilty of being lazy, uninspired, and hapless at ever creating real balance.
CC in general is a huge balance crutch, and should be used as minimally as possible.
Look at how much of a joke WoW arenas became when RMP could CC chain someone almost indefinitely with very little counter play options. This game will face a similar fate if they don’t edge away from CC - the nerf to Path of Destiny was a great start, but then with the VG scream they kind of doubled down on CC, so I’m not optimistic.
It being a 1v2, 1v5, is irrelevant. The point is debuffs preventing dodges are broken right now.
You could be diving a single player in the back line and still die if that player removes your ability to dodge. You’re basically a free target dummy when rooted/snared.
Yeah if you guys are that hot shit at the game I sure do.
Imagine getting 1v5’d in this game with the lowest skill cap I’ve played in a “pvp” game. Like if your that hot fucking dog water at the game than yeah I want to walk away.
On topic though.
Roots aren’t going anywhere, they are part of the johnny sub 30 IQ gets to have fun as well regime at amazon. If roots get deleted something way more obnoxious is coming mark my words.
Yeah i die to cc sometimes to .
It sucks . Remove from game .
have you tried dodging or using purifying potion or a cleanse related perk to remove the root from your character
have you tried using grit through forms of cc?
perma stagger is awful ive experienced something similar with gaxe hammer but people arnt itemising or positioning correctly
if they riposte an ability there is not much that can be done about it
Or, they can simply overhaul the system with Diminishing Returns/CC immunity, and change stuns to be properly working stuns.
Most fun to play against is a hammer/ls user who is buddied with a vg/ice/fire buddy or two.
Healer stuns you with hammer, then life is over as you literally cannot move after that.
Now if only some ranged attacked healers/backline instead of pew pewing front line…but that’s another story.
As a melee in OPR it’s hard to clock up kills sometimes, especially if pugging against organised groups.
Some sort of diminishing or temporary immunity would be great, but needs to be fully properly tested before being brought in. Otherwise it might go completely the other way.
Agreed, needs to go through PTR and tested correctly to see if the system works properly. With DR, it would make engagements rather interesting. Perhaps after every stun, a time window would be on for 2-3 seconds, and in that period the victim is stunned again, the stun will be reduced by 50%, and then 75%, before finally hitting complete immunity for 10-15 seconds. Would not only counteract Zergs, but allow those that didn’t get killed by the first engagement to counterplay, or allow the user who did put out the stun to set up other potential abilities that do not activate the diminishing return (such as Soft CCs, being Clear Out as an example, pulls, pushes and slows).
This would also mean that being stunned by someone who is designed to dish it out will be an excruciating moment for the victim, as it should be.
You can’t compare another game on the surface. In DAoC we had 9sec stuns (proper stuns that don’t break in damage). We had very long 45-60sec single target mez (stun in NW / breaks on damage) and long roots (99% snares).
But we also had meaningful CC immunity (CCDuration * 10sec = CCImmunityDuration) and also purges that were on very long CD.
u dodge the stun there so now your both down an ability and got nothing out of it.
could get freedom perk on all items too would have the root times pretty much which means most roots would be 1 second max
Exactly my thoughts, rooting doesn’t matter as much for melee as they want you rooted so they can attack you, a ranged getting rooted with their light armor is just dead in the water.
From a “needs to be fixed” perspective STUNS > Roots. but both take a back seat to the lack of diminishing returns on CC.
Stop arguing lads, pvp is dog **** in this game with all the desync issues, lagswittch abuse and aimbotters with musket/bow.
There is always one person in every war/OPR that is like 4-5x higher in pointts then the rest of the game. We have a player on our server named Curb who is absolutely terrible but because he uses lagswittch he can never be hit by melee. Lagswitches out of stuns/rootts/slows abuses movement speed bug so hes almost always at 200% move speed regardless of debuffs. He literally sits inside of 15 people in wars/OPR taking 0 dmg for 5-10 minutes straight. Ive only seen him die 3 or 4 times since we merged and its because 10 VG users all tethered him back to back after one guy luckily landed one. Is he actually “Cheating”? No, unless you consider causing lag on purpose cheating. And dont even get me started on the musket users with 100% accuracy regardless of range/movement. Mages rapid firing fireballs from their spawn to outside our spawn hitting 100% of time. I mean what do you expect when the anti cheat doesnt work and aimbots cost less then 5$ a month or are included for free with a package sub.
OPR is horrible now with all the kids getting 500 points and afking for a ruby gypsum. Make these kids require 3500 score or no gypsum as well.
Amazon has a very very long ways to go before pvp is actually fun or challenging in this game.
That said I can still find something to do for atleast an hour or two a day, but usually not pvp.
(Btw Ive heavily PvP’d on every game ive played Since Ultima Online) and im 10000% sure someone will try and argue something Ive said, go ahead but dont expect a response
On a side note Happy New Years Everyone! Heres comes a whole YEAR of AGS screwups and game breakers.
Pvp is nothing but stun-lock or be stun-locked with a healthy mix of latency/desync and front loaded damage so you take damage before the anim that hit you even starts playing.
Thankfully we only need to do 2 OPR’s a day for an orb.
Honestly, even ESO’s latency ridden PvP is miles ahead of this travesty at the minute.
so you feel entitled to give sarcastic opinions that offer nothing to the conversation… got it.
My contribution: I think that either all CC’s act like root and dont break upon damage. Or all CC should break on damage like current stuns.
If all CC lasted their durations and didnt break with damage, then a Diminishing return (DR) system should be implemented. The next CC of the dame type lasts half as long. the next half as long and the next you are immune to. Put 10 second timers on each subsequent DR.
the roots are gross because theirs no way to counter them or get rid of them. their needs to be more options of removing roots. Jewelry with perks that cut root time in half, pots that can be used outside of just war, etc. Perks that say if rooted, gain 30% damage reduction the devs need to be creative when balancing the combat in this game.