Change Detaunt to Remove DoTs

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Deehorsey
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Posts: 45

Change Detaunt to Remove DoTs

Post#1 » Wed Dec 13, 2017 2:18 am

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.
I can simply lock this thread and you guys will just have to deal with whatever ends up being implemented.

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Haojin
Posts: 1066

Re: Change Detaunt to Remove DoTs

Post#2 » Wed Dec 13, 2017 5:48 am

Torquemadra wrote:no
nice one. can i say " how about zero ? " ?
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Sulorie
Posts: 7458

Re: Change Detaunt to Remove DoTs

Post#3 » Wed Dec 13, 2017 6:15 am

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.
Dying is no option.

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