@bozzax
i agree on wh/we KD, generaly move the melee kd from 2 to 3 sec was a big mistake.....
The difference of IB/BG were always a problem,and even more about their KB/KD, cos 4-5 sec of kd are really a lot; from one side you would like to have theme 3 sec like other tanks, from 1 side they are some unique feature from classes not so good on group utility :/
Yea dok/wp can be spot easily but is not a common stag, it can be used in a different range of situation, from damage to stag to interrupt, or all of them, also for kite, or even for stag the tanks.
Being undefitable make it so much better, and can be used to make aoe burst damage when you push.
Chosen/kob stag suffer to being parry-able, and that's depend largly from the build you use. You can being more or less parry, so reducing the effectiveness of the stag. Also a 5 sec stag aoe could be too much, just think about 4-5 sec KD how much change the game
[POLL] Regarding the Stagger durations
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Re: [POLL] Regarding the Stagger durations
It's not too much, as the 3 sec stagger was hardly noticeable. You shouldn't compare stagger with kd, as the staggered target can react the moment it gets attacked.
Dying is no option.
Re: [POLL] Regarding the Stagger durations
I mean compare of how much can be hard stay out of the game for 4-5 secods.
I know that stag can be easily break but the fact that is aoe and breakable make it usable for kick off the fight x number of ppl, so the aim of stag is not kill while indeed reduces for x seconds the effectivenes of heal,/guard/damage.
That's why 5 sec for me are too much on chosen/kobs. Being able to spam a skill that can knock out for the fight for 5 sec 9 ppl is really big.
I know that stag can be easily break but the fact that is aoe and breakable make it usable for kick off the fight x number of ppl, so the aim of stag is not kill while indeed reduces for x seconds the effectivenes of heal,/guard/damage.
That's why 5 sec for me are too much on chosen/kobs. Being able to spam a skill that can knock out for the fight for 5 sec 9 ppl is really big.

Re: [POLL] Regarding the Stagger durations
Was so easy to push + stagger from rear as enemies pushed as well or simply disable 3 of every 4 rdps/healers* in the "cone". Stagger + punt is fun as well since you have ample time to aimTesq wrote: Chosen/kob stag suffer to being parry-able, and that's depend largly from the build you use. You can being more or less parry, so reducing the effectiveness of the stag. Also a 5 sec stag aoe could be too much, just think about 4-5 sec KD how much change the game
Agree 5s stagger is too much for a 10pts ability (if your buddies don't spam AOE). There seems to be many pushing for it though

* most didn't spec reflexes except the cunning ones but even then staggers would get you at some point
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
Re: [POLL] Regarding the Stagger durations
With good positioning only a few get hit.
For example blame movement crippled healers, when both get staggered at the same time. Additionally stagger shares immunity with other CC, so it doesn't work on all targets due to active immunities.
A 3 sec stagger is only good for giving free immunity. Remember, it used to be 9 seconds. 5 sec is already a big but necessarily hit to its duration.
Maybe tweak the range of the aoe cone effect but that's it.
For example blame movement crippled healers, when both get staggered at the same time. Additionally stagger shares immunity with other CC, so it doesn't work on all targets due to active immunities.
A 3 sec stagger is only good for giving free immunity. Remember, it used to be 9 seconds. 5 sec is already a big but necessarily hit to its duration.
Maybe tweak the range of the aoe cone effect but that's it.
Dying is no option.
Re: [POLL] Regarding the Stagger durations
don't know i would like a better progressive braket for stags

- noisestorm
- Posts: 1727
Re: [POLL] Regarding the Stagger durations
Dis.Sulorie wrote:With good positioning only a few get hit.
For example blame movement crippled healers, when both get staggered at the same time. Additionally stagger shares immunity with other CC, so it doesn't work on all targets due to active immunities.
A 3 sec stagger is only good for giving free immunity. Remember, it used to be 9 seconds. 5 sec is already a big but necessarily hit to its duration.
Maybe tweak the range of the aoe cone effect but that's it.
Re: [POLL] Regarding the Stagger durations
3 secs are 2 Global Cool Downs, no matter how u see it. CCs crossing the line of 4.5 secs, or 3 GCDs, had allways been regarded as OP and they were allways over-abused. Counting the 30secs inmunity, 5 secs CC is 1/6 of the possible playtime CCed. Not good.
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- drmordread
- Suspended
- Posts: 916
Re: [POLL] Regarding the Stagger durations
best thing to do is to leave things as they were when the game shut down. One of the last things Mythic did in 2011-2012 was re-do the CC's for all classes, and it actually worked.
If not, if you feel the need to break things then please be kind and not make WAR into a CC Fest where only tanks have any success;
OTHER: Leave it as it was at game end.
If not, if you feel the need to break things then please be kind and not make WAR into a CC Fest where only tanks have any success;
OTHER: Leave it as it was at game end.
Last edited by drmordread on Wed Jun 10, 2015 11:59 am, edited 1 time in total.

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Re: [POLL] Regarding the Stagger durations
Ototo, you don't even have played at the time they reduced the stagger to 3 sec.Ototo wrote:3 secs are 2 Global Cool Downs, no matter how u see it. CCs crossing the line of 4.5 secs, or 3 GCDs, had allways been regarded as OP and they were allways over-abused. Counting the 30secs inmunity, 5 secs CC is 1/6 of the possible playtime CCed. Not good.
Hardly a CC fest, with so many counter-abilities. How about reducing the duration of anti-CC skills to 3 sec as well? *facepalm*drmordread wrote:best thing to do is to leave things as they were when the game shut down. One of the last things Mythic did in 2011-2012 was re-do the CC's for all classes, and it actually worked.
If not, if you feel the need to break things then please be kind and not make WAR into a CC Fest where only tanks have any success;
OTHER: Leave it as it was at game end.
Dying is no option.
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