Re: Crow Controll effects nerf
Posted: Mon Aug 21, 2017 11:22 pm
While I'm not opposed to adjusting CC, it's hard to argue in favor or against without knowing if we're discussing overall changes for SCs, oRVR, blob vs. blob, or 6v6...
Warhammer Online
https://www.returnofreckoning.com/forum/
https://www.returnofreckoning.com/forum/viewtopic.php?t=21827
You forget to mention that the original purpose of the CC patch was to make the game easier to understand, instead of giving 24 classes 24 different stagger/KD/silence/root variants, they simplified the system. It was bad before, with people trying to remember which class had how many seconds of CC available at hand and which class had less CC and so on...1-no differece between tanks KD and damage dealers KD: this is important as the difference meant choices! and also meant tank had to take KD instead other tools. This leaded to the BO/SM problem about their KD be so high (problem that there isn't here). But currently with all the KD like this the game is filled with an abbundance of 3sec KD and some tanks can totally avoid take the KD which is the strongest form of CC in the game which also lead to problem two
2-The duration of KD and silence/disarm should not be the same, pre 1.4.7 disarrm and silence on dd/rdd were 1 sec higer than their KD. This was meant to have to give a for all situation CC (on tanks with 3 sec KD) and some specific CC regarding what you are facing(still 3 sec like disarm or silence but less strong form of crow controll).
Atm if you can use a 3 sec KD is always a better pick than a silence /disarm /and now even 3sec stag basically.
This should had been only worth for tanks (due the fact they have to deal with a lot of stuff regard their group).
Silence/disarm atm give the same immunity of a stag or a KD and being a 3 sec KD a lot better cuz is basically a root(not breakable ) + silence/disarm every DD class both melee or ranged with access to KD is >>> than any with only acces to disarm of root. (aka BW have 3 sec kD and 3 sec silece vs sorc only having 3 sec disarm ; what's wrong here is the KD that should be 2 second while both disarm and silence should eb 3 sec)
I believe spinning is only a visual bug at this point, It was patched some time ago i think.Hastykrasty wrote:First things first, yes the KD was 2s, but you were also rooted in place (you couldn't spin aroud once knocked down, like now) and this matters A LOT.
Then, you can't simply state that CC is the main issue that makes RD "mandatory" and then ignoring all the snares (st and aoe) which are the MAIN reason of people speccing it. Everything that will come out from this thread will be logically flawed, since the problem must be taken in account in its whole. You can't reduce the KD duration and then what? we will discuss in some other hypothetical thread the snares? when? how since the effects of the former are tied to the latter?
Furthermore, your approach is a bit too simplicistic- For what regards No 2. You are contraddicting yourself a bit, only BO/SM would have to choose, the other tanks no, so whats the point here? we need to change all the KD for BO/SM? this doesn't bring any more choices for kotbs/chosen for example, maybe their KD should be moved to favour your "spec choice" view? (rethoric question). So no point here.Spoiler:
-In point 4 things get blurry:
You said that tanks are slower which is false, this is not total war where heavy armoured troops are slower, it's fault of the SNARES that are ignored. So no point here.
Then you say that Silence and Disarm have the same duration of KDs, well that's incorrect, AM and Shammy have a 5s silence as Shaggy has already stated and WH/WE have a 4s disarm, so it's not always the same. Then, the fact that KD is always better than a silence/disarm is false, but it's situational, for example WH/WE sudden accusation (movement dmg proc) is best if used with a silence for some classes, whilst the KD is better against gobbos for their speed proc. Although I agree that maybe these situation are few.
Bear in mind that many disarms need parry or other requirements (like berserk for Slayer/choppa), so it's not as easy as you depict it.
Then lets pass to your points in the OPAs stated before, build diversity will be only for BO/SM not for other tanks, so no point here.Spoiler:
Actually it sill is. Since you disregarded the Roots and Snares it will be essential for most (kiting classes and mdps, since they have weaker CC now, obtaining quite the opposite effect). So no point here.Spoiler:
Well, this is opinionable, your main goal seems the WH/WE self punt, as it's your main example. Then why should all the other classes be nerfed (cause it's a nerf for everybody except tanks, lets face it) for a skill? Maybe change the skill? or increase its Immunity?Spoiler:
So in conclusion, this will only lead (in my view) to a disappearance of some mdps, like WE/WH that will be forced even more outside collective play, plus the fact that rdps will be the unchallenged kings in the lakes (and they are actually strong enough).
Just a clarification, IB's KD is 3s. Patch 1.4.7 removed the scaling that mirrored it to BG. So all tanks have 3s KD, except BG.ib/BG 4 and 5 sec cd
other tank 3+
all dd/rdd 2 sec