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[POLL] Regarding the Stagger durations

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Poll: What is your Hope or Wish for the Stagger durations we should get?

SingleTarget and Morales = 9sec ; AoEs = 5sec
4
11%
SingleTarget = 9sec ; AoEs = 5sec ; both regardless of Morale or Not
9
24%
Morales = 9sec ; SingleTarget = 5sec; AoEs = 3sec
13
35%
All staggers regardless of type = 9 seconds
2
5%
All staggers regardless of type = 5 seconds
3
8%
other (with explaining below please)
6
16%
Total votes: 37

User avatar
Tesq
Posts: 5713

Re: [POLL] Regarding the Stagger durations

Post#41 » Wed Jun 10, 2015 9:19 am

@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
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Sulorie
Posts: 7461

Re: [POLL] Regarding the Stagger durations

Post#42 » Wed Jun 10, 2015 9:29 am

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.

User avatar
Tesq
Posts: 5713

Re: [POLL] Regarding the Stagger durations

Post#43 » Wed Jun 10, 2015 9:42 am

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.
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User avatar
Bozzax
Posts: 2634

Re: [POLL] Regarding the Stagger durations

Post#44 » Wed Jun 10, 2015 9:48 am

Tesq 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
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 aim

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

Sulorie
Posts: 7461

Re: [POLL] Regarding the Stagger durations

Post#45 » Wed Jun 10, 2015 9:55 am

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.
Dying is no option.

User avatar
Tesq
Posts: 5713

Re: [POLL] Regarding the Stagger durations

Post#46 » Wed Jun 10, 2015 10:16 am

don't know i would like a better progressive braket for stags
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noisestorm
Posts: 1727

Re: [POLL] Regarding the Stagger durations

Post#47 » Wed Jun 10, 2015 10:39 am

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.
Dis.

User avatar
Ototo
Posts: 1012

Re: [POLL] Regarding the Stagger durations

Post#48 » Wed Jun 10, 2015 11:40 am

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

Post#49 » Wed Jun 10, 2015 11:57 am

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.
Last edited by drmordread on Wed Jun 10, 2015 11:59 am, edited 1 time in total.
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Sulorie
Posts: 7461

Re: [POLL] Regarding the Stagger durations

Post#50 » Wed Jun 10, 2015 11:58 am

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.
Ototo, you don't even have played at the time they reduced the stagger to 3 sec.

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.
Hardly a CC fest, with so many counter-abilities. How about reducing the duration of anti-CC skills to 3 sec as well? *facepalm*
Dying is no option.

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