Page 5 of 18 FirstFirst 12345678915 ... LastLast
Results 41 to 50 of 175

Thread: fixing PvP crowd control imbalances

  1. #41

    Default

    but its unlogic (i know, logic in a game...). doubletapping backward is like avoiding the kick. you do not avoid an attack with jumping right into it.

  2. #42

    Default

    Quote Originally Posted by Iyon View Post
    From PoMs point of view, Repulse is the crutch that makes it viable in pvp, removing it will leave it boring and broken.
    Only one guy suggested removing knockbacks as a whole.
    I agree Repulse should be defining for the pom, but instant vs. 0.5 sec cast won't make a big difference for most players. Enemies will still fall over.
    Consider this, if other classes had their CCs adjusted along with Repulse (remember Im only talking minor changes in the 0.5 sec region, or cone/aoe diminished) how would you feel?

  3. #43

    Default

    You can't say just some classes CC are unfair. You have to weigh it against other abilites (healing power, armor, hp, dps etc)

  4. #44

    Default

    Quote Originally Posted by Zatochi View Post
    but its unlogic (i know, logic in a game...). doubletapping backward is like avoiding the kick. you do not avoid an attack with jumping right into it.
    Avoiding the kick while driving forward wouldn't be too unrealistic. It's a common move in martial arts to redirect an attack while continuing to move toward the opponent. But I agree that it's a video game, so we make do with what we have.

  5. #45

    Default

    Could it be that all the other CC is just sort of gimpy? When this game launched stuff like Roots was insane, you could flat out kill someone before they could even move. Gate of Hell was considered overpowered because having two roots meant people couldn't even simply purge out of it. Now it seems like those spells are just a waste of time because anything that has a cast time at all is a liability.

  6. #46

    Default

    Quote Originally Posted by Monkeyy View Post
    You can't say just some classes CC are unfair. You have to weigh it against other abilites (healing power, armor, hp, dps etc)
    I don't think so. AoC is balanced for group PvP, and there the power of these three knockbacks stand out prominantly as pretty devastating.

    Also I mentionied almost all knockbacks ingame, not just "some classes CCs".

    The KBs I left out were:
    Scatter foes
    Wicked Bolt
    Linebreaker
    Eye of the Storm (quite unique, and should remain so)
    Batter Aside

    These are fine and make no imbalance.

  7. #47

    Default

    What about adding something they have in TERA? There you get a spell which make you jump off from the kb and do a tiny amount of damage to everyone around you. What if every class got an ability like this with 1-2 min cd?

  8. #48

    Default

    What needs to be changed is CC immunity Timer.

    For example, Bearshaman aoe stun gives you around 18s immunity at the START of the stun so after the 3second stun you have left 15-16s immunity before you get stunned again, this is completely bull.

    Necro Frozen Hatred AOE snare, same effect as above.
    20 some second immunity for a what 13 second AOE snare? Who came up with this? after the snare tick down, one have about 16s snare immunity left before SNARED again by AOE Pet snare. This makes no Sense what so ever.



    As for Insta CCs, these needs to be removed. Pom Instant repules needs change, Charge KB needs change, any instant CC should be removed.

    Also why the 1 extra step before a CC for melee? It makes it so god damn obvious that a player is about to either KB Stun or Fear you.


    And dont listen to suctum. Not everyone is purely focused on Ranger in pvp, You will not be able to see his hands raised up if he planned the trap seconds before you even showed up.



    Propose for CC immunities.
    1 minute immunity for EVERY SINGLE CC in game.
    Stop it with the 3s stun 13second immunity to get stunned again. Or snared again that maakes no sense.

  9. #49

    Default

    Amen. Enough with the CCs already.

  10. #50

    Default

    Quote Originally Posted by Lurvi View Post
    Only one guy suggested removing knockbacks as a whole.
    I agree Repulse should be defining for the pom, but instant vs. 0.5 sec cast won't make a big difference for most players. Enemies will still fall over.
    Consider this, if other classes had their CCs adjusted along with Repulse (remember Im only talking minor changes in the 0.5 sec region, or cone/aoe diminished) how would you feel?
    Lurvi,

    Repulse has seen a set of nerfs since launch day along with almost all mechanics of the PoM. Even suggesting to nerf repulse more is going to cause an outrage. Leave this class alone already and stop calling for things to nerf us anymore, enough is enough.

    LtP is what brings our repulse to instant, do you know how many AA's it takes to get it? Without LtP repulse is pretty much useless to any skilled pvp'rs because if you dont see that lengthy cast time and animation you have no business in pvp. PoMs are certainly not dominating pvp with this skill or pvp period with any skill. When played correctly they can be useful at best if its not a competitive pvp match.

    I can say from experience that a good 75% of the time repulse doesnt knockback the person you wanted to, its mostly used for instant dps now days. Lay off our cast time unless there are going to be severe buffs in another area.

Page 5 of 18 FirstFirst 12345678915 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •