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Re: Put a timer limit on Gork Sez Stop
Posted: Wed Jul 31, 2024 12:39 pm
by salazarn
Panel wrote: Wed Jul 31, 2024 12:12 pm
Oh dear heavens - here we go again - Order calling for destro nerfs - its getting quite tedious tbh.
More like calling for shaman squiggie nerfs
That said while shaman are definately OP and need tuning I don't think the reason is GorksaysStop.
Re: Put a timer limit on Gork Sez Stop
Posted: Wed Jul 31, 2024 12:44 pm
by 3Form
One issue at the moment is that the timer runs out but you still need to wait an extra second or two otherwise it will reapply itself anyway.
The main frustration is that you either kill yourself through gork says stop or - if you are fortunate enough to already have the gobbo snared - let the shammy get away from you.
At this point I am saving my 3 second KD for whenever the Gobbo puts GSS on me. But I'm guessing any player worth their salt will punt you before applying it.
Re: Put a timer limit on Gork Sez Stop
Posted: Wed Jul 31, 2024 12:46 pm
by ScreenFofoBan
always funny to see people complain about 1v1 output like its the base of the game, first of all, dont be hypocrite, true 1v1 fight is the least representated kind of fight in the whole RVR/SC and anyone who try hard RoR knows it, it almost never happend u will most likely end up with adds in the fight except if u really lost in a useless corner of the map where u will 80% of time find Sham/AM dps because thats the kind of fight these spec excel at, thats pecisely why, maybe newer player didnt realise it yet, but devs have stated many times during the last 10years that the game is NOT balanced in 1v1, it never has been and they never planned to work toward it, all balancing are made for the bigger scale pvp, not for class to feel better while solo roaming.
Re: Put a timer limit on Gork Sez Stop
Posted: Wed Jul 31, 2024 1:05 pm
by Farrul
Sever1n wrote: Wed Jul 31, 2024 11:15 am
Sez stop is one of reasons why hybrids shams gods of this game 1vs1. If you dont have enough burst to put it down trough all detaunts, shammie start to run like
Yes but its overpowered in different contexts, not just for a solo shaman.
In random encounters someone is being chased by melee, now cast this and what happens? Stop and get killed by the chasers . Dont stop and the amount of damage quickly becomes unsustainable. Hence it is one of those things that adds to destruction being easy-mode to roam with, unfortunately.
I suggested a timer limit, however it might not even be enough, a damage nerf could be in order as well. Perhaps 200 /2 with a 10 sec duration would finally balance it.
Alternatively make it a short range defensive morale the shaman can use on chasers. 100 range is absurd for this level of power. The other roots M1 have 65ft range and are overall much weaker and easy to counter.
Re: Put a timer limit on Gork Sez Stop
Posted: Wed Jul 31, 2024 1:11 pm
by Farrul
ScreenFofoBan wrote: Wed Jul 31, 2024 12:46 pm
always funny to see people complain about 1v1 output like its the base of the game, first of all, dont be hypocrite, true 1v1 fight is the least representated kind of fight in the whole RVR/SC and anyone who try hard RoR knows it, it almost never happend u will most likely end up with adds in the fight except if u really lost in a useless corner of the map where u will 80% of time find Sham/AM dps because thats the kind of fight these spec excel at, thats pecisely why, maybe newer player didnt realise it yet, but devs have stated many times during the last 10years that the game is NOT balanced in 1v1, it never has been and they never planned to work toward it, all balancing are made for the bigger scale pvp, not for class to feel better while solo roaming.
In a 1vs1 this morale is not that hard to counter, just stand still 2 seconds ( annoying but doable). This morale is really broken when it involves more players.
Re: Put a timer limit on Gork Sez Stop
Posted: Wed Jul 31, 2024 1:20 pm
by ScreenFofoBan
Farrul wrote: Wed Jul 31, 2024 1:11 pm
ScreenFofoBan wrote: Wed Jul 31, 2024 12:46 pm
always funny to see people complain about 1v1 output like its the base of the game, first of all, dont be hypocrite, true 1v1 fight is the least representated kind of fight in the whole RVR/SC and anyone who try hard RoR knows it, it almost never happend u will most likely end up with adds in the fight except if u really lost in a useless corner of the map where u will 80% of time find Sham/AM dps because thats the kind of fight these spec excel at, thats pecisely why, maybe newer player didnt realise it yet, but devs have stated many times during the last 10years that the game is NOT balanced in 1v1, it never has been and they never planned to work toward it, all balancing are made for the bigger scale pvp, not for class to feel better while solo roaming.
In a 1vs1 this morale is not that hard to counter, just stand still 2 seconds ( annoying but doable). This morale is really broken when it involves more players.
ok well thats funny because it look like the complete opposite to me, any organised 6 man or + with decent healer will outheal this moral easily or u can, u know, stop moving for 2sec and if that mean death for u then u were misplaced, and dont worry u will respawn in WC just fine its not like u are dying IRL
Re: Put a timer limit on Gork Sez Stop
Posted: Wed Jul 31, 2024 1:25 pm
by Farrul
3Form wrote: Wed Jul 31, 2024 12:44 pm
One issue at the moment is that the timer runs out but you still need to wait an extra second or two otherwise it will reapply itself anyway.
Yes another thing to add to this list, this has killd some of my squishy toons several times, you think the effect should end after 2 seconds but move and it reapplies itself.
Re: Put a timer limit on Gork Sez Stop
Posted: Wed Jul 31, 2024 1:35 pm
by bw10
Farrul wrote: Wed Jul 31, 2024 1:05 pm
Sever1n wrote: Wed Jul 31, 2024 11:15 am
Sez stop is one of reasons why hybrids shams gods of this game 1vs1. If you dont have enough burst to put it down trough all detaunts, shammie start to run like
Yes but its overpowered in different contexts, not just for a solo shaman.
In random encounters someone is being chased by melee, now cast this and what happens? Stop and get killed by the chasers . Dont stop and the amount of damage quickly becomes unsustainable. Hence it is one of those things that adds to destruction being easy-mode to roam with, unfortunately.
I suggested a timer limit, however it might not even be enough, a damage nerf could be in order as well. Perhaps 200 /2 with a 10 sec duration would finally balance it.
Alternatively make it a short range defensive morale the shaman can use on chasers. 100 range is absurd for this level of power. The other roots M1 have 65ft range and are overall much weaker and easy to counter.
in random encounter you are unlikely to have m1 ready before encounter ends one way or another. not to say that in 2v1 the outnumbered guy is going to die most of times (and thats a good thing). if you are new just play destro instead. all the annoying stuff is on destro side and after playing the game on and off since live i can say that playing destro just feels better
Re: Put a timer limit on Gork Sez Stop
Posted: Wed Jul 31, 2024 1:40 pm
by agemennon675
I cant believe so many responses here have saying stop cant understand if they are being sarcastic or serious so here let me explain it to you simply, if you stop you die in RvR in many situations you cannot afford to stop
Re: Put a timer limit on Gork Sez Stop
Posted: Wed Jul 31, 2024 1:45 pm
by Farrul
ScreenFofoBan wrote: Wed Jul 31, 2024 1:20 pm
Farrul wrote: Wed Jul 31, 2024 1:11 pm
ScreenFofoBan wrote: Wed Jul 31, 2024 12:46 pm
always funny to see people complain about 1v1 output like its the base of the game, first of all, dont be hypocrite, true 1v1 fight is the least representated kind of fight in the whole RVR/SC and anyone who try hard RoR knows it, it almost never happend u will most likely end up with adds in the fight except if u really lost in a useless corner of the map where u will 80% of time find Sham/AM dps because thats the kind of fight these spec excel at, thats pecisely why, maybe newer player didnt realise it yet, but devs have stated many times during the last 10years that the game is NOT balanced in 1v1, it never has been and they never planned to work toward it, all balancing are made for the bigger scale pvp, not for class to feel better while solo roaming.
In a 1vs1 this morale is not that hard to counter, just stand still 2 seconds ( annoying but doable). This morale is really broken when it involves more players.
ok well thats funny because it look like the complete opposite to me, any organised 6 man or + with decent healer will outheal this moral easily or u can, u know, stop moving for 2sec and if that mean death for u then u were misplaced, and dont worry u will respawn in WC just fine its not like u are dying IRL
In anything organized with heal or pocket heals almost everything can be trivialized and things be overlooked easily, this is not a good measure.
I will give you a perfect example, Regen Def WE ( at her height) was an abomination 1vsx toon, but even back then, add a single decent Runepriest to the equation and Regen Def WE would be neutralized. Does that mean she did not deserve to be nerfed or was not super overpowered? No, of course not, she was. Everyone knew it except those in denial and it took forever for the devs to do something real about it.
So, the problem is that this game is not organized most of the time and neither will it be anytime soon. In the context of roaming which typically involves many randoms, Gork Sez Stop is not balanced, a low-skill application ability
with extreme returns, shaman only need to activate the brain from all the afk dot/hot casting and cast this on someone with a choppa behind them and = win profit from 100 range no effort required. Order has no equivalent to this power at m1.
Extremely poor ability design imho, in a game where even split seconds of standing still leads to disasters. At M1 position this is ridiculous, maybe as M2 would be more tolerable.