Penril wrote:This thread probably won't be closed, but it will be heavily moderated from now on, at least on my part.
Azarael talked about a specific topic: how these abilities are of appropriate strength for M1 and why it is absolutely necessary that they should not break on damage at all. If people can't make an argument for this (or are unable to debunk anyone who makes such an argument) they should refrain from posting.
We are NOT interested in "yeah, imho those skills are fine, i vote yes" or any other similar posts.
I think the consensus is that they're overpowered for a morale 1. A ranged champions challenge that doesn't root the caster AND does damage. Yes, there are options for counter play, but if the only counters to a morale 1 are a morale 2/RD then it maybe, just might be overpowered.
However, I think making it breakable on damage would be too big a nerf (and I say this as someone whose main is a Shadow Warrior). My guess is the root would last 0-3 seconds depending on the coordination of the group using it. If they're good it'll last until the melee train can travel to the target and then break immediately. If they're not coordinated (or there are pugs) then it'll break almost immediately, depending on how the 'breakability' is implemented.
I think it's pretty hard to argue that a single target breakable root is worth taking over Confusing Movements. A 5 second duration and unbreakable is a nice middle ground. It gives 2-3 seconds for the melees to actually catch up to the target and another 2-3 seconds to beat on them. That's hard to live through for an RDPs, but a lot more feasible than it is currently.