DoT Avoidance in RvR

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Defacian
Posts: 14

DoT Avoidance in RvR

Post#1 » Wed Nov 01, 2017 4:54 pm

Hello, I am a somewhat newish player to the server (Been playing 4 or so months) and I play mostly Scenarios. I am currently playing as an RR 52 sorc at int cap, and have a R40 Magus and Chosen as well. I wanted to share my opinion on the recent changes to how DoTs are handled in RvR.

I believe that the recent change allowing DoTs to be Dodged/Disrupted/Blocked in RvR was detrimental to the game. Ever since the change I feel that both class composition and game flow have become much more homogenized in SCs. Tanks and Healers are now significantly more tanky than they were prior. It feels as though MDPS and to a lesser extent RDPS are the only players that can ever be killed in an evenly matched game. Additionally, I have seen very few Magus (and to a lesser extent Engi) players since the change; as it seems this class was absolutely gutted by the recent changes. Ironically, Bright Wizards, an already top tier RDPS class, may have actually been buffed with this change. They seem to have near 100% uptime on Flashfire which is quite potent in conjunction with their fireballs being undefendable in a disrupt oriented meta. I felt that prior to this patch that the generally accepted disparity in power between BWs and Sorcs was not very noticeable. Now it feels incredibly noticeable.

In my opinion, the most destructive difference in games now is that tanks can overextend into enemy backlines with little to no fear of retribution. The vast majority of evenly matched SCs I have been in involved tanks spending much of the game in the enemy backlines. Previously, overextension could be punished pretty hard by classes like Magus/engi and AM/Shaman, but now it feels as if there is no reasonable counter-play to overextending tanks. They can simply pop HTL when they get low, and become near immune to any non-BW RDPS. Run back to their healer for a few seconds and they're ready to spend another minute in the backlines.

It was stated in the patch thread that this is how it was working on live, but many players including myself recall the contrary. In fact, it was fairly easy to find evidence that this is not the case. In this video https://www.youtube.com/watch?v=x5RQAGb_B4g at roughly 1:30 you can see the WH pop Shroud of Magnus, but continue to take damage from chillwind. I am not sure if this change was ever put into effect later in the game's lifespan, but at least when I played it I can say with certainty that it did not work this way.

I was hoping other players could share their own experiences with this patch as my experience is mostly limited to PuG SCs. I am hoping that this change can be reverted if other players have had similar experiences to me. I can only speak for myself, but the game has felt much less fun to play since this recent change was put into effect.

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Shalktonin
Posts: 203

Re: DoT Avoidance in RvR

Post#2 » Wed Nov 01, 2017 5:20 pm

No i have to disagree, the disrupts and damage avoidance has made those who have more defensive builds more relevant. DoTs were all about doing damage and then hiding reducing the risk while still being able to put out damage. This change shifts some balance back to healers in high end rvr and that is never a bad thing.
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