[Pending Final Review] Crow Controll effects nerf
Posted: Sun Jun 25, 2017 9:38 am
Since the threads about renown skill has been reopen and for the majority ppl seems to thinkg that the RD problem is anyway linked to how the CC in the game are currently be handle i think it would be interesting discuss about the lengh of duration of all CC and possible find and fix the holes in the system
This is a wide changes for all CC in the game.
I gona do a little of breakdown here as it is required.
1.4.7 patch ninja changes a lot of CC into game:
-all DD KD duration (+1 sec)
-all RDD KD duration(+1 sec)
-Mara/WL moral 1 root duration( x2 )
-WH/WE self put stag duration (x2 and immunity from 30sec to 10 sec)
The currently situation is as follow
-All st KD in game are 3 sec (exept IB/BG)
-All st silence and disarm (not morales) are 3 second(wp/dok maybe other are 4 sec)
-mara/wl root is 10 sec
.WH/WE stag for 6 sec immunity only for 10 ( 10 sec immunity -6 duration = only 4 sec of true immmunity !!!)
What was pre 1.4.7 is as follow
-all tank had 3sec KD (exept IB/BG)
-all melee had 2 sec KD (this mean also positional/conditional as choppa/slayer/WH/WE)
-all rdps KD had 2 sec KD (this also for mara, we rkd and not only for bw/SW)
-silence and disarm 3 sec both on dd/rdd
-WH/WE stag 3sec/ 30 sec immunity
Problems
for what wrote above there are 2 main problems atm with the current CC duration:
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)
Solution
My idea is to discuss about bring back the old values so that an ok solution can be found to the RD thread so that RD will be less a must if the CC in game get toned down a bit + while also fix the aboundace of some CC and also some holes in the system like WH/WE self punt/stag. Especially WH/WE stag is creating a looping form of CC right know where you get stag for 6 seconds with 10 sec of immunity so you just have 4 sec of true immunity when the stag end and you re being blocked from act for 6 sec. This mean that you can be hard lock down multiple time by multiple wh/we or even 6 sec stag + 4 sec of true immunity+ 3 sec KD + moral root etc
This is crazy enough to make everyone quite the game and should get fixed the fast it can imo.
Ratio
-Alleviate the CC problem so that RD is no more needed / can be soft nerf with out worry about cc being so strong
-balance better KD vs all other form of cc
-Promote more hard choice on tanks due 3+sec KD being only accessible to them and so more build diversity
Summary per specific point
So what i want discuss is (in regard sub topic)
1-should dd/rdd have less effective form of KD than tanks to improve the tank pick up diversity?
2-should WH/WE stag immunity get fix or remain a hole in the system?
3-should mara/wl moral 1 be put in his place again for the same 2 point above (in the problematic part) related to they being DD and not tank and tanks have champions challenge in this caseso bringing on the field soemthing which is alredy in tank department and have it good enough as them? ( as both have for moral form of the same ST root and mara/Wl is definetly better then tanks one)
Glabal summary
should the CC return to what was before the 1.4.7 which imo was a better balanced system and so like:
tanks KD = 3sec
melee KD = 2 sec
RDK = 2 sec
SIlence/disarm (not moral) = 3 sec
Mara/WL M1 root = 5 sec
WH/WE stag = 3 sec with 30 of immunity
Disclaimer:
- WE/WH do not need a 6 sec stag for hide; this is a 1 vs 1 issue as you only stag 1 ppl while the rest of the world can still prevent you from hide and so such talks should not be allowed (tough the real problem is the immunity duration but regardless 6 sec stag tank and pounce like skill on healers is nothing to underestimate and should be look at as this should be an escape tool, the fact it can be also used as an offensivly is a flaw)
-From this thread i left out chosen/KOBS stag and magus/engi stag which need to be look upon on their own but there is no distinciton between st or aoe KD for exemple.
I also left out all the aoe snare in game and all tanks CC morales; those also should probably recive a look but it's too much to discuss for 1 thread alredy. I also can miss some other ninja changes from 1.4.7 (because they are not in patch note and maybe some other stuff got affected aswell); i bringed what i think where the most relevant changes to cc in game from 1.4.7 and what we should look up about Crow controll vs Resolute defense.
-Choppa/slayer conditional KD should be 2 sec and not 3 because even if requirer rage it is undefitable hence it is balance with the cost of the condition and so it should not be an exeption from the 2 sec kd for all DD (+ rage tactic allow you to ignore partially the condition as you no longer trade dmg from meccanic for undefitable KD).
This is a wide changes for all CC in the game.
I gona do a little of breakdown here as it is required.
1.4.7 patch ninja changes a lot of CC into game:
-all DD KD duration (+1 sec)
-all RDD KD duration(+1 sec)
-Mara/WL moral 1 root duration( x2 )
-WH/WE self put stag duration (x2 and immunity from 30sec to 10 sec)
The currently situation is as follow
-All st KD in game are 3 sec (exept IB/BG)
-All st silence and disarm (not morales) are 3 second(wp/dok maybe other are 4 sec)
-mara/wl root is 10 sec
.WH/WE stag for 6 sec immunity only for 10 ( 10 sec immunity -6 duration = only 4 sec of true immmunity !!!)
What was pre 1.4.7 is as follow
-all tank had 3sec KD (exept IB/BG)
-all melee had 2 sec KD (this mean also positional/conditional as choppa/slayer/WH/WE)
-all rdps KD had 2 sec KD (this also for mara, we rkd and not only for bw/SW)
-silence and disarm 3 sec both on dd/rdd
-WH/WE stag 3sec/ 30 sec immunity
Problems
for what wrote above there are 2 main problems atm with the current CC duration:
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)
Solution
My idea is to discuss about bring back the old values so that an ok solution can be found to the RD thread so that RD will be less a must if the CC in game get toned down a bit + while also fix the aboundace of some CC and also some holes in the system like WH/WE self punt/stag. Especially WH/WE stag is creating a looping form of CC right know where you get stag for 6 seconds with 10 sec of immunity so you just have 4 sec of true immunity when the stag end and you re being blocked from act for 6 sec. This mean that you can be hard lock down multiple time by multiple wh/we or even 6 sec stag + 4 sec of true immunity+ 3 sec KD + moral root etc
This is crazy enough to make everyone quite the game and should get fixed the fast it can imo.
Ratio
-Alleviate the CC problem so that RD is no more needed / can be soft nerf with out worry about cc being so strong
-balance better KD vs all other form of cc
-Promote more hard choice on tanks due 3+sec KD being only accessible to them and so more build diversity
Summary per specific point
So what i want discuss is (in regard sub topic)
1-should dd/rdd have less effective form of KD than tanks to improve the tank pick up diversity?
2-should WH/WE stag immunity get fix or remain a hole in the system?
3-should mara/wl moral 1 be put in his place again for the same 2 point above (in the problematic part) related to they being DD and not tank and tanks have champions challenge in this caseso bringing on the field soemthing which is alredy in tank department and have it good enough as them? ( as both have for moral form of the same ST root and mara/Wl is definetly better then tanks one)
Glabal summary
should the CC return to what was before the 1.4.7 which imo was a better balanced system and so like:
tanks KD = 3sec
melee KD = 2 sec
RDK = 2 sec
SIlence/disarm (not moral) = 3 sec
Mara/WL M1 root = 5 sec
WH/WE stag = 3 sec with 30 of immunity
Disclaimer:
- WE/WH do not need a 6 sec stag for hide; this is a 1 vs 1 issue as you only stag 1 ppl while the rest of the world can still prevent you from hide and so such talks should not be allowed (tough the real problem is the immunity duration but regardless 6 sec stag tank and pounce like skill on healers is nothing to underestimate and should be look at as this should be an escape tool, the fact it can be also used as an offensivly is a flaw)
-From this thread i left out chosen/KOBS stag and magus/engi stag which need to be look upon on their own but there is no distinciton between st or aoe KD for exemple.
I also left out all the aoe snare in game and all tanks CC morales; those also should probably recive a look but it's too much to discuss for 1 thread alredy. I also can miss some other ninja changes from 1.4.7 (because they are not in patch note and maybe some other stuff got affected aswell); i bringed what i think where the most relevant changes to cc in game from 1.4.7 and what we should look up about Crow controll vs Resolute defense.
-Choppa/slayer conditional KD should be 2 sec and not 3 because even if requirer rage it is undefitable hence it is balance with the cost of the condition and so it should not be an exeption from the 2 sec kd for all DD (+ rage tactic allow you to ignore partially the condition as you no longer trade dmg from meccanic for undefitable KD).