I agree in respect to RD being an issue but dont see a damage decrease when RD is active as the right solution, imo all CC needs to be looked at before RD is changed (or removed) so the CC - dead moments are not as common giving less reason to warrant RD being available.
As for counter play if you run buffhead you can just play def and kite the duration of RD, not saying its always possible but when you see someone with RD up you know how things are going to go down.
Dont forget that sov 8 piece bonus granted a group wide RD (inex force).
Resolute Defenses redesigned
Re: Resolute Defenses redesigned
Morfee - Shaman / Mynnos - Kotbs / Grubod - Black Orc / Snubz - Squig Herder
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- footpatrol2
- Posts: 1093
Re: Resolute Defenses redesigned
I don't think the OP's solution goes far enough.
I suggest to Inactivate this or put it on a 30 min to 60 min cooldown. Way more leaning on inactivate.
On demand Immunity to CC at a press of a button is devastating especially for those durations.
There are abilities that mimic this but have extremely short durations such as 4 sec's. Those abilities actually have to LAND for the 4 sec's of immunities to trigger and your not immune to everything.
I suggest to Inactivate this or put it on a 30 min to 60 min cooldown. Way more leaning on inactivate.
On demand Immunity to CC at a press of a button is devastating especially for those durations.
There are abilities that mimic this but have extremely short durations such as 4 sec's. Those abilities actually have to LAND for the 4 sec's of immunities to trigger and your not immune to everything.
Last edited by footpatrol2 on Sat Jun 03, 2017 11:27 am, edited 2 times in total.
- roadkillrobin
- Posts: 2773
Re: Resolute Defenses redesigned
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Re: Resolute Defenses redesigned
"CC-dead" happens in everything 6>/pug, much less in 6 given coordination is taking place.Morf wrote:I agree in respect to RD being an issue but dont see a damage decrease when RD is active as the right solution, imo all CC needs to be looked at before RD is changed (or removed) so the CC - dead moments are not as common giving less reason to warrant RD being available.
As for counter play if you run buffhead you can just play def and kite the duration of RD, not saying its always possible but when you see someone with RD up you know how things are going to go down.
Dont forget that sov 8 piece bonus granted a group wide RD (inex force).
Abbd.: If its 6v6 I don't see an issue in "CC-dead" given the coordination it requires under these circumstances.
Abbd.: I don't see an issue with "CC-dead" in anything >6 either, given the numbers (and at times coordination) in play.
RD in its current iteration does not have to be used proactively in all instances.
Kiting and playing defensively is not an issue for people that utilize RD to faciliate exactly that: kiting.
Sov 8pc bonus is a moot point not only because its not a thing on RoR, but because it was - as Tesq pointed out - an on-use on a gearset accessible to <one> archetype granting the RD-esque effect to the entire group without means to individually time it to gurantee a return in all instances.
Re: Resolute Defenses redesigned
Ah that did slip my mind, but regardless there are still CC chains that can occur of different CC types that put entire groups on the back foot that a well coordinated premade can do effectively and RD makes a great counter to be able to prevent some of that momentum if used correctly by the opposing group or key players. On your example, you are saying that the entire opposing group is not using RD. Why? If it is strong it should be utilized by both sides, thus being on an even footing that comes down to how well it is used?Luth wrote:Please explain how one can be "CC chained into oblivion" once he got, for instance, a 3 second knockdown and has a 27 second "unstoppable" immunity after he's getting up again.Zemnexx wrote:There is a ridiculous amount of CC in the game already, and Warhammer doesn't have diminishing returns so RD is really the only good counter to give you a chance from getting CC chained into oblivion.
Hint: Immunity timers are longer with longer CC.This argument is invalid, because aforementioned premades utilize it as well to prevent CC on themselves at the first encounter, which means that any group with it has a big advantage over a group without it. Once the first target is down (which is much easier when you can't be affected by CC but the enemy is), the enemy group looses damage/heal/tankiness potential and while the RD group can still apply full pressure, the group without is locked in the defensive role/into resurrection chain.Zemnexx wrote:Honestly, it seems fine and only premades who want to lock down and take out targets without allowing for a fight would have an issue with it.
Last edited by Zemnexx on Sat Jun 03, 2017 11:55 am, edited 2 times in total.
- roadkillrobin
- Posts: 2773
Re: Resolute Defenses redesigned
The thing is, how you spend renown points should be optional not manditory. RD is also not equal vallue among classes but have the same cost.
Last edited by roadkillrobin on Sat Jun 03, 2017 11:45 am, edited 1 time in total.
Re: Resolute Defenses redesigned
1.) Name the chain, I dare you.Zemnexx wrote:Ah that did slip my mind, but regardless there are still CC chains that can occur of different CC types that put entire groups on the back foot that a well coordinated premade can do effectively and RD makes a great counter to be able to prevent some of that momentum if used correctly by the opposing group or key players. On your example, you are saying that the entire opposing group is not using RD. Why? If it is strong it should be utilized by both sides, thus being on an even footing unless you play around it by baiting the ability out and waiting till it falls off before your group initiates group CC.Luth wrote:Please explain how one can be "CC chained into oblivion" once he got, for instance, a 3 second knockdown and has a 27 second "unstoppable" immunity after he's getting up again.Zemnexx wrote:There is a ridiculous amount of CC in the game already, and Warhammer doesn't have diminishing returns so RD is really the only good counter to give you a chance from getting CC chained into oblivion.
Hint: Immunity timers are longer with longer CC.This argument is invalid, because aforementioned premades utilize it as well to prevent CC on themselves at the first encounter, which means that any group with it has a big advantage over a group without it. Once the first target is down (which is much easier when you can't be affected by CC but the enemy is), the enemy group looses damage/heal/tankiness potential and while the RD group can still apply full pressure, the group without is locked in the defensive role/into resurrection chain.Zemnexx wrote:Honestly, it seems fine and only premades who want to lock down and take out targets without allowing for a fight would have an issue with it.
2.) If whatever you will not be able to name requires coordination the proper counterplay should be coordination - not a dumbfire ability.
3.) [snip] - Arguably poor elaboration of the issue, see abbendum instead.
Abbd.: Note: If its not an alpha strike situation it is one that had the opposing group stumble out of a fight with RD on CD and wide open to said RD-induced burst.
Last edited by Darosh on Sat Jun 03, 2017 1:46 pm, edited 1 time in total.
- roadkillrobin
- Posts: 2773
Re: Resolute Defenses redesigned
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Re: Resolute Defenses redesigned
I wanted to have him name it, for obvious reasons.roadkillrobin wrote: There is a chain you can do with Champions Challange and knockdown. But that it.
Abbd.: To clarify: There are ofc more CC rotations (that do what CC rotations do, <crowd control> the opposition), but nothing else does lock a target down as the above or [Abbd.: Roots break on damage, Punts are punts, ...].
Last edited by Darosh on Sat Jun 03, 2017 12:19 pm, edited 3 times in total.
Re: Resolute Defenses redesigned
Snares are a CC as well, where RD also benefits. So you can think of them, I'm sure.Darosh wrote:I wanted to have him name it, for obvious reasons.roadkillrobin wrote: There is a chain you can do with Champions Challange and knockdown. But that it.
So one team was jumped by the other team and they preemptively used RD to take out a key player. That just sound like they got outplayed then.roadkillrobin wrote:
Luth isn't saying that the entire opposing group isn't using RD, but that the entire opposing group gets jumped by a group popping RD with the alpha strike bursting down a member of the group leaving it at a disadvantage for the remainder of the engagement.
I.e.: Whoever pulls off a RD-induced burst first wins the engagement; you cannot break a <proper> burst if your opposition cannot be CC'd.
Last edited by Zemnexx on Sat Jun 03, 2017 12:15 pm, edited 2 times in total.
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