^ This. 8 seconds aoe stagger was maybe a bit too much but 3secs of stagger (gets removed by any kind of damage) is just totall crap, not worth takingAlubert wrote:In my opinion you can only change the duration of the Chosen / KTB Stagger to 4-5 sec . That's all.
And I forgot , give Resolute Defenses back.
[SUGGESTION] reduced immunities for disarms and silence
Re: [SUGGESTION] reduced immunities for disarms and silence

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Re: [SUGGESTION] reduced immunities for disarms and silence
Agree CC immunities in WAR are quite reasonable IMO and forces ppl to carefully select what and when to deploy.Alubert wrote:Please do not touch the CC immunity . WAR has the best CC and CC immunity system of all MMO .
The one thing that is a bit broken IMO are immunities for Silence/disarm.
Disarm/silence only disable a specific type of abilities melee or magic nothing more. (melee avoidance?)
Compare this to disabling movement, potions, morales, melee avoidance and ALL abilities.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
Re: [SUGGESTION] reduced immunities for disarms and silence
except people don't carefully select what and when to employ their CC and it has negative impact on other players :^)
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Re: [SUGGESTION] reduced immunities for disarms and silence
I agree with OP to some degree. If KD or Stun is giving x10 immunity time, Silence and disarm could give let's say x6 or x8 immunity time. Definitely not x2 or x3.
So if you get disarmed or silenced for 3seconds you'll get immunity for 18 or 24 seconds. That should be ok.
So if you get disarmed or silenced for 3seconds you'll get immunity for 18 or 24 seconds. That should be ok.
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- RyanMakara
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Re: [SUGGESTION] reduced immunities for disarms and silence
Lemme guess... they need to...Jaycub wrote:except people don't carefully select what and when to employ their CC and it has negative impact on other players :^)
LEARN TO PLAY?!
Mwuahahahaha! You will forever be haunted in RvR and Scenarios by scrubby pugs breaking your staggers and using disarm/silence CC when immunities are already up! Oh and of course they'll punt people away whenever the immunities ARE gone! Hahahaha!

- RyanMakara
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Re: [SUGGESTION] reduced immunities for disarms and silence
I don't believe it's fair to have Staggers under the same immunity buff as KDs. The immunity timer is fine, but I think Staggers would go better under root immunity, since roots also have a 50% chance to break on damage, and do not debilitate 99% of abilities.mickeye wrote:I agree with OP to some degree. If KD or Stun is giving x10 immunity time, Silence and disarm could give let's say x6 or x8 immunity time. Definitely not x2 or x3.
So if you get disarmed or silenced for 3seconds you'll get immunity for 18 or 24 seconds. That should be ok.
To have a movement impairing CC that can be broken with ease, fall under the same category as a movement + ability impairing CC that cannot be broken, seems totally twisted.

Re: [SUGGESTION] reduced immunities for disarms and silence
If devs start to balance the game with "compensation for stupidity" in mind, we will end with only five abilities on the actionbar. Everything that could be considered as non-fool-proof would need to be erased.Jaycub wrote:except people don't carefully select what and when to employ their CC and it has negative impact on other players :^)
And even than you would see stupid actions (like me, charging into destros while the tank is not in range
Re: [SUGGESTION] reduced immunities for disarms and silence
I would be up for shorter disarm/KD/stun and a 10-20 seconds immunity, melee WP get destroyed by knock downs or stuns when their entire survival depends upon them being able to hit things.
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