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Reduce post Marauder disarm knockdown immunity

Posted: Tue Mar 27, 2018 10:28 am
by NoRKaLKiLLa
I don't know if any other classes which have a melee/ranged weapon disarm (my inner noob is showing) who's immunity granted lasts 40 seconds, but the current Marauder length seems a little out of place. It lasts just 1 second longer than most Knockdowns, the player can move while under its affect and still detaunt, self punt, pot etc. It's only use is in 1v1 and to top it off causes no damage.

I'd suggest that the duration of the immunity be reduced to 20 seconds.

Re: Reduce post vMarauder disarm knockdown immunity

Posted: Tue Mar 27, 2018 10:41 am
by Toldavf
Probable the worst disarm in game but it is also the cheapest (20 ap) and it has the shortest cool down (5s).

It also requires a parry which seems standard for most mdps disarms.

Just information about the skill for those viewing the topic, carry on.

Re: Reduce post Marauder disarm knockdown immunity

Posted: Tue Mar 27, 2018 11:11 am
by roadkillrobin
Dissarms and Silences need a massive bump in general.
Why even use em except for 1v1 (sometimes not even then) when you can hard lock with a knockdown instead.

These CC's aswell as AoE knockbacks havn't been relevant at all since immunities were introduced in the game.

I'm thinking something like standardizing of Dissarms to 1,5 sec for ST ones and 1 sec for AoE and have it be unnafected by immunuty.

Silence effects always interupt casting weather they have immunity or not.

As for AoE knockbacks, half the distance if they have immovable immunity.

Re: Reduce post Marauder disarm knockdown immunity

Posted: Tue Mar 27, 2018 11:11 am
by daniilpb
I should agree that disarm is almost the worst type of control in the game. I think it should be granted better buffs than just the reduction of the immunity. It’s always better to use a KD or even a stagger than a disarm even if it would grant shortened immunity.
I mean you are disarming an enemy maybe you should also debuff an ability to defend with weapons like the reduction of parry and block.
Again I just hardly believe the reduction of the immunity would change the state of the marauder’s disarm and this type of control in general.

Re: Reduce post Marauder disarm knockdown immunity

Posted: Tue Mar 27, 2018 12:46 pm
by Kazekiri
Simply put the disarm on the punt immunity rather than the KD immunity?

Re: Reduce post Marauder disarm knockdown immunity

Posted: Tue Mar 27, 2018 1:00 pm
by NoRKaLKiLLa
I'm glad you guys agree with me. Everyone's offered some valuable input. AOE punts could definitely use some love too, as they're currently freemunity handouts. I know the counter argument is that everyone hates being hard cc'd over and over and over on top of snares, but I'd like to believe there could be a compromise to buff dissarms and aoe punts in terms of reducing their effective time or increasing cooldowns in exchange for a significantly reduced or removed immunity timer, or even a 100 percent reduction in block/parry through its duration.

Re: Reduce post Marauder disarm knockdown immunity

Posted: Tue Mar 27, 2018 1:04 pm
by Yardy
Disarm and silence are gumby backups if you desperately need to put out a CC when a KD is on cooldown.
My 2 cents.... 5-10% reduction to parry on a disarmed toon and the same again for disrupt on a silenced one, would be a great.

Re: Reduce post Marauder disarm knockdown immunity

Posted: Wed May 09, 2018 5:49 am
by cofdeath
I have the best idea ever, just remove all the CC from the game. Essentially this is what killed the game in the first place. The over abundance of CC endgame. When I do RvR I want to fight someone, not spend 3/4 of the time either in the air or on my ass. It makes RvR no fun at all.