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Re: Patch Notes 20/11/2021

Posted: Tue Nov 23, 2021 12:52 pm
by Caduceus
Sulorie wrote: Tue Nov 23, 2021 12:23 pm
Their channels last 3 sec and tick every half second. The kind of channels we talk are 6 sec and tick every 2 sec.
You find those on magus, am, sham, sorc, bw, rp, and zeal. You argue that only one of those should be castable on the move, especially while it is one of two with a snare?
You still don't get the picture? The change seems to be random without a purpose.

I don't see what the big deal is. Certain classes having unique utilities is what gives them their flavor and that's a plus, in my opinion.

Zealot DPS spec is lacklustre at best, so I think there's room for giving them something like this without breaking anything balance-wise.

Not sure what your point is. That classes shouldn't have things that make them stand out? Many classes have such things and again, I think that is a positive thing.

Or is your point that a channeled snare castable on the move would be overpowered? I also find this hard to imagine. The Runepriest gets access to a 100ft snare as well through Immolating Grasp, and it is a very powerful kiting tool that cannot be interrupted like a channel can be, and the RP can also cast other spells while the snare ticks.

Re: Patch Notes 20/11/2021

Posted: Tue Nov 23, 2021 1:13 pm
by Omegus
Additionally, Immolating Grasp cannot be cleansed by anyone (I'm not sure if the snare proc can be cleansed).

I'd rather have more differentation between the channelled abilities, not less, based on what other tools the class has.

Re: Patch Notes 20/11/2021

Posted: Tue Nov 23, 2021 1:15 pm
by BluIzLucky
Sulorie wrote: Tue Nov 23, 2021 12:23 pm
BluIzLucky wrote: Tue Nov 23, 2021 11:12 am

SW and SH exists both have ranged 1 sec (not instant I guess, whatever, it's within the gcd) snares and on the move channels.

And to answer your other points, I think it's fine that each individual channel is unique and has different benefits asides from a stream of dmg. I'm sure the devs could balance, duration, dmg, burst, utility, as many already has.
Their channels last 3 sec and tick every half second. The kind of channels we talk are 6 sec and tick every 2 sec.
You find those on magus, am, sham, sorc, bw, rp, and zeal. You argue that only one of those should be castable on the move, especially while it is one of two with a snare?
You still don't get the picture? The change seems to be random without a purpose.
I'm not arguing that the others shouldn't be castable on the move, I'm just saying each channel is different and it does not seem like a big thing that zealot/rp can now cotm their channel.

AM at 1220 int/power (and 30% increased dmg) does about 1150 per tick, so 4.6k total and with 3 sec tactic has 1540 DPS.
Zealot at 1220 int/power (and 30% increased dmg) does about 750 per tick, so 3k total and has to do full 6 sec cast for just 500 DPS.

So.. one clearly is clearly intended to burst (timed with 4-5 dots) and zealot/rp one is intended for something else (utility+support dmg probably).
Can't speak for sorc/bw/magus but I imagine theirs are also intended more for bursting

Re: Patch Notes 20/11/2021

Posted: Tue Nov 23, 2021 1:18 pm
by anarchypark
magus firstorm is ground aoe snare casting on the move.
i think it's good to have category of CC oriented class. RP/zealot offspec CC role? fine by me.

and can we have SW glass arrow effect fixed ? fully reverted to original effect. instant shoot motion and glass shattering sound on hit.
currently they yell... shooting arrow from mouth? ;)
tyvm.

Re: Patch Notes 20/11/2021

Posted: Tue Nov 23, 2021 1:35 pm
by BluIzLucky
anarchypark wrote: Tue Nov 23, 2021 1:18 pm magus firstorm is ground aoe snare casting on the move.
Oh yeah.. same spot too.. woopsie poopsie Sulorie.. back to the drawing board, it is YOU who don't understand the bigger picture :D

Re: Patch Notes 20/11/2021

Posted: Tue Nov 23, 2021 1:51 pm
by CyunUnderis
anarchypark wrote: Tue Nov 23, 2021 1:18 pm magus firstorm is ground aoe snare casting on the move.
To be more precise, I think this is because of the flammer that allow Changing skills to be cast while moving. Not because of the skill itself.

Re: Patch Notes 20/11/2021

Posted: Tue Nov 23, 2021 2:21 pm
by Everdin
anarchypark wrote: Tue Nov 23, 2021 1:18 pm magus firstorm is ground aoe snare casting on the move.

...
Are you sure about that? Because Engis "Phosphorous Shells" is not working on the move, even wit bomb turret

Re: Patch Notes 20/11/2021

Posted: Tue Nov 23, 2021 2:26 pm
by anarchypark
CyunUnderis wrote: Tue Nov 23, 2021 1:51 pm
anarchypark wrote: Tue Nov 23, 2021 1:18 pm magus firstorm is ground aoe snare casting on the move.
To be more precise, I think this is because of the flammer that allow Changing skills to be cast while moving. Not because of the skill itself.

at some point it's changed to skill itself i think. same time as reduced to 20% snare? were they 30%? not sure.
i tested without pet and it was castable on the move.
and dev note said engie version was not doable cuz skill effect.
that small artillery gun can't move around. i do remember that part.

Re: Patch Notes 20/11/2021

Posted: Tue Nov 23, 2021 3:01 pm
by Sulorie
BluIzLucky wrote: Tue Nov 23, 2021 1:35 pm
anarchypark wrote: Tue Nov 23, 2021 1:18 pm magus firstorm is ground aoe snare casting on the move.
Oh yeah.. same spot too.. woopsie poopsie Sulorie.. back to the drawing board, it is YOU who don't understand the bigger picture :D
I intentionally didn't mention 6sec 80ft AOE channels, because their effect is different and shouldn't be compared.
But nice that you discover arguments in posts of others, albeit it doesn't matter for this argument. :^)

Re: Patch Notes 20/11/2021

Posted: Tue Nov 23, 2021 3:05 pm
by Everdin
anarchypark wrote: Tue Nov 23, 2021 2:26 pm
CyunUnderis wrote: Tue Nov 23, 2021 1:51 pm
anarchypark wrote: Tue Nov 23, 2021 1:18 pm magus firstorm is ground aoe snare casting on the move.
To be more precise, I think this is because of the flammer that allow Changing skills to be cast while moving. Not because of the skill itself.

at some point it's changed to skill itself i think. same time as reduced to 20% snare? were they 30%? not sure.
i tested without pet and it was castable on the move.
and dev note said engie version was not doable cuz skill effect.
that small artillery gun can't move around. i do remember that part.
There is only mentioned that snare is reduced, so destro now has 2 channel snare on the move (one aoe one st) and for order pendants (that are pretty much the same skills) it is for the first reason "just not possible because of the effect of the skill" and for the other it was prefered not to mentioned it at all?

If engi version is not working with the stupid mini artillery (can't find the source btw so no idea if true), remove the effect just make it work, thats pretty much a "We just don't want engi to have the same"-excuse.
And why again should rp not getting same effect?

"You channel a powerful series of runes around your target which project searing flame into them, dealing 1365 Elemental damage over 6 seconds and snaring them by 40% for as long as you maintain your concentration."
"You call forth a storm of ravens which claw and peck at your target, dealing 1323 Corporeal damage over 6 seconds and snaring them by 40%. for as long as you maintain your concentration."

please, don't tell me it's the 42dmg...