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Old 06-24-2012, 01:31 PM   #1
kmdk
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Default Revamp chains(combos) of CC (suggestion)

The main frustration that i had in this years in game-play was chains of CC and spells that keep me disabled 100% of time till i die.

Dizzy+knock =complete disable a mage
Knock+knock= complete disable any other class
knock+unable to attack(beetle-swarm)=complete disable almost all classes ,partial protection via sotw and um

Unfortunately there is just a partial solution to the chains of knocks:
-revamp the cool-down between CC and duration of CC.

Knight

Combo of kick+feint+dizzy speel(revamped):
  • kick duration 4-5 seconds / cool-down 50 seconds
  • feint duration 4-5 seconds / cool-down 50 seconds
  • shield bash 4-5 seconds /cool down 40 seconds

Total duration is 8-10 seconds(up to 15 seconds) ,usual not enough for knight to able to kill you, and next combo he can has in ~25 seconds.

And he must wait a wile to spam you again with same chain.

Barbarian

At barbarians is a little more complex ,because has more spells:
-Howl ,kick,rage of earth,roar,reabs breaker,balestra.

Combo example revamped:
  • Kick 4-5 seconds / cool-down 50 seconds
  • rage of earth 4-5 seconds /cool-down 50 seconds
  • roar 7-9 seconds / cool-down 50 seconds
  • Howl 6-7 seconds / cool-down 60 seconds
Total time is 21 seconds(up to 26 seconds),from this 8 seconds complete disable any class ,and 14 seconds for mages and a plus a bonus of 7 seconds of imobilize.So even with roar spell a barbarian will be able to make other chain of CC in 29-24 seconds.

This is just a example how i think that combos/chains of spells/CC i think need to be revamped.
In same way can be revamped for other subclasses of mages/archers.
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Old 06-24-2012, 01:57 PM   #2
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Sure, make this game even more gear dependent.
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Old 06-24-2012, 03:19 PM   #3
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Quote:
Originally Posted by 71175 View Post
Sure, make this game even more gear dependent.
Explain your affirmation or other random trolling post ???
What have to doo cool-down with gears?
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Old 06-24-2012, 04:29 PM   #4
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I guess you make:
Stunning Fist, Ambush, Distraction Shot, Caltrops Arrow, Winter Stroke, Burst of Wind and Lightning Arrow at an other topic???
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Old 06-25-2012, 04:38 PM   #5
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and you forgot to mention Meteor, Ivy, Silence, Beetle Swarm, Frozen Storm, Freeze, Time Master, Master of Doom, Sultars Terror, Will Domain. Throw in Mind Push and Slow on warriors and I can keep you CC'd till you rage quit and log off.
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Old 06-28-2012, 01:31 PM   #6
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The system was designed with a spell resist component that was intended to form a break to CC effects. This element has not been developed past a rudimentary level in my view.

We have discussed at length the first option. That was to reduce the duration of effects. NGD listened a bit and made modifications. GCD also came in.

Now, I see 2 possible ways forward.

1. Modify the spell resist system. Allow players spells that offer spell resistances be it specific or general. These are active and short term. Revamp the Miss system as a spell resistance system. This will require modifications to other spells but that is needed anyway. I would say do away with base spell resistance altogether and vest it in discreet spells and in armour . In addition you can also get it from a new base attribute or passive spell.

Again, in my humble opinion there is room for 1 new tree per subclass to help handle all this but that is another topic.

2. Modify the way some CC spells become available. In other words, certain strong spells remain strong but, a condition must be triggered for them to become available. If that condition is not met , the spell remains greyed out and unavailable. Actually, I was thinking of this method as a way to make Darkness/ confuse and Mind squasher more challenging to use but it can also be applied here. Chains are still available but will be more challenging to use and will require more thought.

If base resistance becomes 0 other than gear/ passives/ spells then bring back spell resist chance while under another CC (I speak of knock here).
Offer RvR features like specific spell resist auras or areas or single target spells.

This stuff may not work but I think it is a starting point for discussion.
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Old 07-07-2012, 05:05 AM   #7
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Quote:
Originally Posted by bois View Post
The system was designed with a spell resist component that was intended to form a break to CC effects. This element has not been developed past a rudimentary level in my view.
NGD designed CC and spells duration with old spell resist spells as:

-50 seconds UM
-50 seconds Ao1

When they nerfred this spell forgot to adjust CC duration too.
That why now the system alow to keep you down till you die without option to fight back.What for me look kinda crap...wtv..

Quote:
2. Modify the way some CC spells become available. In other words, certain strong spells remain strong but, a condition must be triggered for them to become available. If that condition is not met , the spell remains greyed out and unavailable. Actually, I was thinking of this method as a way to make Darkness/ confuse and Mind squasher more challenging to use but it can also be applied here. Chains are still available but will be more challenging to use and will require more thought.

If base resistance becomes 0 other than gear/ passives/ spells then bring back spell resist chance while under another CC (I speak of knock here).
Offer RvR features like specific spell resist auras or areas or single target spells.

This stuff may not work but I think it is a starting point for discussion.
+1 to this option ,making gray some spell for certain duration to break chain is not a bad idea.
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