Post#162 » Thu Jan 25, 2018 5:00 pm
I skimmed the first 5 pages so if this was mentioned somewhere in the thread, I apologize. There seems to be a lot of good points in figuring out the proper amount of damage magic DPS classes should be doing and I think smart people can crunch the numbers and work out disrupt rates that make sense.
I think one shift that should be made is core utility spells. Roots on classes like the BW and Sorcerer should have big strikethrough bonuses or even made undefendable. Tons of classes have root breaks and most of the time you're dodging long immunity timers. Engineer and Magus pulls should be undefendable if not immune. Core utility should be looked at. When disrupts are reliable two thirds or less of the time while also timing them around constant immunities, players stop using them. AM and shaman AP drains, sorcerer disarms, healer AOE punts, roots, there is counterplay to these abilities beyond disrupt cheese. Also as a melee or tank etc, you know when you have immunity timers on you, you know you can charge in and not get rooted or CCed etc, let this be part of the counterplay not renown buys that make you RNG immune.
Damage is the issue not utility. Maybe make disrupt only affect damaging magical abilities and making the utility spells you want to stick have their damage removed. I love the idea of a magic classes kiting for 5 sec while the root timer on a melee ticks down knowing that his AOE root will stick for sure once the timer runs out. Maybe he's also monitoring that melee's root break ability and basing his strat off that. Knowing something will definitely stick if someone is not immune and hoping it will stick but has a decent chance of failure completely changes strats and gameplay.
Counterplay is important in any PVP mmo and right now there is no counterplay from BIS geared players against high disrupt. That needs to change.