While the old dot+detaunt was absurd, the current state isn't great. Sometimes it is hard to foresee 15 or 24 seconds ahead to know if casting a DoT is risky.
Another major issue is a DoT'ed enemy with 100% dodge/disrupt buff up also seems to be immune to detaunt (need to confirm), despite not taking any damage from those said DoTs.
Detaunt is a defensive tool that many classes rely on for survival, and locking them out from using it is punishing entire builds and rotations (DoT based) that are already in a meager state.
Suggestion: Detaunts remove all self-casted DoTs (and if necessary, debuffs).
This addresses the old dot+detaunt "exploit," while maintaining the defensive tool for DoT'ing classes.
The arguement of "DoT more wisely" is hollow at best.
Change Detaunt to Remove DoTs
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In this section you can give feedback and share your opinions on what should be changed for the Return of Reckoning Project. Before posting please make sure you read the Rules and Posting Guidelines to increase the efficiency of this forum.
Change Detaunt to Remove DoTs
I can simply lock this thread and you guys will just have to deal with whatever ends up being implemented.
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Re: Change Detaunt to Remove DoTs
nice one. can i say " how about zero ? " ?Torquemadra wrote:no
Guildmaster of Phalanx
K8P - Karak Norn
K8P - Karak Norn
Re: Change Detaunt to Remove DoTs
Detaunting should reduce the damage of your own dots by 50%, that's it.
There is hardly any argument for the current state or for dot removal on detaunt.
Detaunts were originally meant to break on attack. Instead of appropriate adjustments it was nerfed with a hammer.
The dismount chance was on attack either and not on every individual tick.
There is hardly any argument for the current state or for dot removal on detaunt.
Detaunts were originally meant to break on attack. Instead of appropriate adjustments it was nerfed with a hammer.
The dismount chance was on attack either and not on every individual tick.
Dying is no option.
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