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Alternative suggestion for stupid penalties.

Zsymon
Zsymon
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Remove all the penalties from Bolt Escape and dodge roll completely, and just have roots stop Bolt Escape, and have snares give dodge a 50% effectiveness penalty, meaning even if you dodge an attack, while snared you still have 50% chance of being hit by that attack. That way you get rid of those lame game breaking penalties and at the same time you make roots and snares much more useful and viable, since right now they don't really mean anything.

A penalty is such a lazy and uninspired method to balance a problem, all it does is create different imbalances, what are you going to do when everyone dumps their stamina build and either quits the game or respecs to a magicka build? That's what is going to happen because you used the sledgehammer here to destroy all stamina builds, they have no way to survive anymore now, everyone will be a magicka Sorc or magicka NB, to use Ward and Cloak.. and when that happens, are you going to put penalties on those skills too?
  • Zsymon
    Zsymon
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    Penalties cause the one thing no one wanted in this game: cool downs. No more spamming skills and watching your resources, now we get to use skills one time and then we have to wait until the cool down on the penalty finishes. This slippery slope is going to ruin the game, on top of that not only did you make dodge roll, block and Bolt Escape practically useless, you also increased the TTK, these changes combined mean no more small scale combat, but only zergs, zergs and more zergs.. these are all horrible changes, but I hope I am wrong.

    Does a single member of the dev team even do PvP? Or do they at least listen to experienced PvPers? I question this because I don't understand these changes at all, there are far better ways of dealing with the imbalances, other than entirely ruining important skills and vital game mechanics. It's like there is no insight at all into the consequences of these hamfisted nerfs and penalties.
    Edited by Zsymon on 8 July 2015 15:59
  • Vizier
    Vizier
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    agreed. These nerfs, all in all, are seriously ill conceived and short sighted. How in the world will anyone tank with no stamina regen while blocking? How will anyone be able to do more than a 1vX unless they are a magicka build shield stacker?

    Makes no sense. The Devs have always been more Magicka Centric in their outlook. We'll see how it all plays out but atm I'm not seeing how it can work out well.
  • eliisra
    eliisra
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    Templar + NB have no roots. They would have to use a sucky frost staff as main weapon only to counter sorcs, which seems a bit excessive.

    Sorcs do have a root, but hard to place on moving targets. No way near as effective as Talons + Fossilize.

    Snares can be purged and than you're free to dodge all the way to the nearest keep. You're attacker cant re-cast snare on you, since your perma-dodging yay.

    But I'm no fan of the cost-penalty system either. It's a lazy way trying to create quick "balance". Skills and combat actions should be balanced individually, looking at their strength and utility and start tweaking from there. Keep adding more cost for spam or removing ones regeneration completely like with block, it feels dull and will most likely make gameplay less fun.
  • HungryHobo
    HungryHobo
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    Zsymon wrote: »
    Remove all the penalties from Bolt Escape and dodge roll completely, and just have roots stop Bolt Escape, and have snares give dodge a 50% effectiveness penalty, meaning even if you dodge an attack, while snared you still have 50% chance of being hit by that attack. That way you get rid of those lame game breaking penalties and at the same time you make roots and snares much more useful and viable, since right now they don't really mean anything.

    1 of these please! Yea, I never liked the BE solution.
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