I really wish they'd give this ability the Borderlands 2 treatment and make it like Phaselock.
This ability was so much fun in BL2. Initially the ability did no damage, it simply locked the enemy in the bubble for a time. Alternatively, you could alter the ability to either deal a large amount of damage to the target in the bubble as well as targets nearby outside the bubble or you could have the bubble drag nearby enemies to it and deal a small amount of damage.
Both would make excellent morphs if they were to implement something like this. There were also ways you could increase your damage to targets afflicted with Phaselock.
This is how I imagine Rune Prison should be. It would make it so much fun and extremely useful.
EDIT: Great, now I want to go play BL2 again.
Since defensive rune now procs on the next hit, it became useless again. When they added this to the game, it would only proc when you suffer health damage, which gave it an unique life saver role. But now it just procs as soon as you get hit.
And rune prison now instantly breaks and does not allow further cc. In 1.6, I could rune cage someone and knock him down with a crystal shard after wards for example. This doesn't work anymore, the cage just breaks and he gains immunity.
Rune cage was fine in 1.6. The 1.5 seconds cast time made it hard to use, but it was very usefull if you manage to get it up.
I don't like it now.
However, Petrify was OP and rune cage would just be as op as Petrify if they wouldn't have made it so, that both grant CC immunity and caged targets cannot be cced. Not sure if this is actually the case for petrify. But I assume it is, because both are pretty much the same. On the ther hand, rune cage is dodgeable and petrify not.... so yea
kaorunandrak wrote: »To be honest, I agree with you I think all the skill trees are due for some new skills so they are all competitive and there needs to be another "do people use this skill" pass. I also don't think dots should interrupt ANY CC unless its the initial direct damage upon activation or a damage threshold is met. Regarding DOTS they also need to make bleeds a more competitive DOT.
I also think there needs to be more COMPETITIVE stamina skills across the board for all classes in their own class skills listings and weapon skill trees need additional abilities added to them to fill in holes and allow them to be useful in all roles but the amount has to be small like maybe 1-2 skills an active and a passive maybe.
a couple example abilities I can think of off the top of my head for all skill lines/classes would be:
SWORD AND BOARD
Active skill
Phalanx- Upon activation of this ability the next heavy attack you block grants you major brutality increasing your damage done. MORPHS to Advancing Phalanx- Adds a bash damage increase or possibly a reactive knock back ability similar to deaths wind set bonus. Second morph Walled Phalanx- increased armor while slotted or possibly a stamina based damage shield nothing to large just something useful.
Passive skill
Riposite- Increase damage done with all 1 hand abilities by certain percentage.(can do a baseline or maybe a reactive ability after being attacked/blocking/bashing just something to allow S&B users to do some meaningful damage in encounters)
DUAL WIELD
Active Skill
Lunging strike- rapidly dash forward attacking the enemy with your weapons inflicting moderate damage.(here where this skill get fun, gives DW a gap closer) depending on your weapons equipped you can impale your enemy doing more damage per sword, cleave your enemy inflicting bleed dots per axe, stun your enemy for 1 second per hammer, increase the critical chance of this attack per dagger.MORPHS to Debilitating Lunge adding a root or snare to the attack. Second morph Penetrating Lunge adds a armor debuff to the attack.
Passive skill
Parry- % based chance on activation of a dual wield ability to grant MINOR Elude
TWO HAND(I have two ideas for actives for this one)
Active Skills
Fracturing strike- strike with your weapon reducing armor and inflicting moderate damage.(could be a minor or major fracture just something to add some utility to two hand users since they already have OK defensive options with momentum and brawler. While also giving them a decent damage non channeled/gap closer ability. Anyone who has been hit with the lag in pvp knows what I am talking about when they get animation stuck in channeled/gap closers and unable to deal damage.) MORPHS to Crippling Strike- adds a snare/root/stun based on weapon type equipped sword/axe/maul respectively. Second Morph Bisecting strike- deals greater damage and interrupts casts but has increased stamina cost
Whirling Storm- swing your weapon around your self dealing a moderate PBAOE doing damage to every one near you.(lets face it DW and CERTAIN classes can out DPS/BURST/AOE a Two hander fairly easily this would at least allow a two hander to compete and add to the AOE easier. MORPHS to Disemboweling Storm adding a bleed dot and snare to the attack. Second Morph Berserker Hurricane changes the attack into a toggle that drains stamina by 25-30% of your max stamina (versus a flat cost) as you character spins around rapidly striking all enemies in range each hit increasing your crit chance. Stamina drains regardless of whether you actually hit targets or not.
Passive skill
Siege warrior- increases damage done with all aoe type abilities by a certain percent as long as a two hand is equipped.
DESTRUCTION STAFF(I have two ideas for actives for this one)
Active Skills
Fire/Ice/Lightning Pillar- long rage small radius instant aoe attack that summons a pillar of what ever element your current staff represents. Flame staff creates a fire pillar that does damage and inflicts burning on all enemies caught in it. Ice staff does greater damage then flame or lightning while freezing enemies in place causing chilled effect. Lighting staff does increased damage then fire while doing Concussion Status effect. MORPHS to Elemental Pillar increased magika cost for a chance of doing all three staff effects and damage at the same time. Second Morph Overcharged Pillar adds increased damage to flame attack on par with ice, adds root effect to ice staff, adds chain lightning like effect lightning staff for 3 seconds after power strikes.
Fire/Ice/Lightning Lance- Creates a solid spear of whatever element your staff wields and impales your target with it causing direct damage and inflicting your elements status effect while applying major defile. MORPHS to Exploding Lance causing the spear to explode after several seconds doing additional damage and adding splash damage to the attack upon detonation. The Spear can be cleansed prior to the explosion. Impacting lance the spear deals increased damage while also knocking the enemy back.
Passive Skill
Elemental Shielding- take reduced damage from elemental attacks from all sources
RESTORATION STAFF
Active Skill
Healing Force- massive magika cost ability creates a pbaoe that heals the lowest HP person in its radius for 80% of their max hp excludes the caster. MORPHS to Master Healing can now heal one additional target but the healing is shared at 40% for both. Second Morph Healing Might caster can now be healed by this power in addition the power adds Minor Fortitude.
Passive Skill
Meridias Champion- All aoe healing abilities now inflict damage to unfriendly undead caught in their radius as long as a Restoration staff is equipped.
BOW
Stunning Shot- long range attack that inflicts ...stun. MORPHS to Penetrating shot deals more damage the closer you are to an enemy. Second Morph is Concussive shot inflicts major maim after stun ends.
Passive Skill
Heart of Hircine- very small chance to ignore all armor with next bow light or heavy attack after bow skill use.
DRAGON KNIGHT
Active Skill
Draconic Strike- instantly punch the target with the might of a dragon inflicting major magic damage. MORPHS to Draconic Maim this ability now does extra bonus damage to low health targets.(Face it DK's need an execute) Second Morph Draconic Blast- Ability now uses and scales off of stamina, the punch now causes an explosion on impact that pushes the enemy back slightly and causes burning.
Passive skill
Dragon kin- increases your resources by a certain %
NIGHTBLADE
Active Skill
Throat Slit- 1-2 second silence ability that inflicts bleed. MORPHS to Vertebrae strike Stamina morph changes the silence to a stun and adds 1 second to the duration. Second Morph Throat Rend increased damage and dot damage.
Passive Skill
Deathknight- All DOTs placed on a target heal you per tick by a capped amount
SORCERER
Active Skill
Lightning weapon- coats your weapon in lighting and you slam it on the target dealing major damage. MORPHS to Lightning blast does less damage but becomes a ranged attack. Electric Rage- Stamina morph does increased damage.
Passive Skill
Charged Magician- has a chance to inflict electric damage with all dark magic damaging abilities
TEMPLAR
Active Skill
Healing shield- for the duration the next attack heals you for a certain amount. MORPHS TO Overcharged healing increases the amount of healing you do while the ability is slotted and further while it is active. Second Morph Defensive healing stamina morph duration increase and you can heal off of one additional attack for half the value of the first heal.
Passive
Armored Healer- healing abilities have reduced cost per piece of medium or heavy armor.
kaorunandrak wrote: »
SORCERER
Active Skill
Lightning weapon- coats your weapon in lighting and you slam it on the target dealing major damage. MORPHS to Lightning blast does less damage but becomes a ranged attack. Electric Rage- Stamina morph does increased damage.
Passive Skill
Charged Magician- has a chance to inflict electric damage with all dark magic damaging abilities
Since defensive rune now procs on the next hit, it became useless again. When they added this to the game, it would only proc when you suffer health damage, which gave it an unique life saver role. But now it just procs as soon as you get hit.
And rune prison now instantly breaks and does not allow further cc. In 1.6, I could rune cage someone and knock him down with a crystal shard after wards for example. This doesn't work anymore, the cage just breaks and he gains immunity.
Rune cage was fine in 1.6. The 1.5 seconds cast time made it hard to use, but it was very usefull if you manage to get it up.
I don't like it now.
However, Petrify was OP and rune cage would just be as op as Petrify if they wouldn't have made it so, that both grant CC immunity and caged targets cannot be cced. Not sure if this is actually the case for petrify. But I assume it is, because both are pretty much the same. On the ther hand, rune cage is dodgeable and petrify not.... so yea
Do you guys not realize just how powerful this ability can be?
and asking it to be like petrify... c'mon... would you rather it be 15m range too?
Do you guys not realize just how powerful this ability can be?
and asking it to be like petrify... c'mon... would you rather it be 15m range too?
@Domander do tell how powerful the morph in question is......please....I eagerly await your response. Because there is nothing powerful about an ability that is broken by mobs or players who dont pay attention. The defensive version is AWESOME that is not even a question. The DoT doesnt break it morph is very lack luster.
Do you guys not realize just how powerful this ability can be?
and asking it to be like petrify... c'mon... would you rather it be 15m range too?
@Domander do tell how powerful the morph in question is......please....I eagerly await your response. Because there is nothing powerful about an ability that is broken by mobs or players who dont pay attention. The defensive version is AWESOME that is not even a question. The DoT doesnt break it morph is very lack luster.
Dots don't break it, there's a lot of dots in the game, you can easily kill things using only dots. One powerful example is flurry. Another is lightning splash.
It has a 28m range (increased more in pvp) and is now instant, and it goes through block.
Do you guys not realize just how powerful this ability can be?
and asking it to be like petrify... c'mon... would you rather it be 15m range too?
@Domander do tell how powerful the morph in question is......please....I eagerly await your response. Because there is nothing powerful about an ability that is broken by mobs or players who dont pay attention. The defensive version is AWESOME that is not even a question. The DoT doesnt break it morph is very lack luster.
Dots don't break it, there's a lot of dots in the game, you can easily kill things using only dots. One powerful example is flurry. Another is lightning splash.
It has a 28m range (increased more in pvp) and is now instant, and it goes through block.
In a pvp environment it is rather useless. Even in a pve environment it is not that amazing. It is the crappy of the two imo. It could be something better. The fact that Dots don't break it is awesome yes! The sad truth is that people always break it......... no one let's someone just sit there, there is always someone who charges them or attacks with other non DoT attacks rendering it pointless. That's why I was suggesting it to get changed to something more viable or tweak it to make it more appealing
Do you guys not realize just how powerful this ability can be?
and asking it to be like petrify... c'mon... would you rather it be 15m range too?
@Domander do tell how powerful the morph in question is......please....I eagerly await your response. Because there is nothing powerful about an ability that is broken by mobs or players who dont pay attention. The defensive version is AWESOME that is not even a question. The DoT doesnt break it morph is very lack luster.
Dots don't break it, there's a lot of dots in the game, you can easily kill things using only dots. One powerful example is flurry. Another is lightning splash.
It has a 28m range (increased more in pvp) and is now instant, and it goes through block.
In a pvp environment it is rather useless. Even in a pve environment it is not that amazing. It is the crappy of the two imo. It could be something better. The fact that Dots don't break it is awesome yes! The sad truth is that people always break it......... no one let's someone just sit there, there is always someone who charges them or attacks with other non DoT attacks rendering it pointless. That's why I was suggesting it to get changed to something more viable or tweak it to make it more appealing
An instant max range disorient that goes through block is not useful in pvp? ... ok good luck.
Do you guys not realize just how powerful this ability can be?
and asking it to be like petrify... c'mon... would you rather it be 15m range too?
@Domander do tell how powerful the morph in question is......please....I eagerly await your response. Because there is nothing powerful about an ability that is broken by mobs or players who dont pay attention. The defensive version is AWESOME that is not even a question. The DoT doesnt break it morph is very lack luster.
Dots don't break it, there's a lot of dots in the game, you can easily kill things using only dots. One powerful example is flurry. Another is lightning splash.
It has a 28m range (increased more in pvp) and is now instant, and it goes through block.
In a pvp environment it is rather useless. Even in a pve environment it is not that amazing. It is the crappy of the two imo. It could be something better. The fact that Dots don't break it is awesome yes! The sad truth is that people always break it......... no one let's someone just sit there, there is always someone who charges them or attacks with other non DoT attacks rendering it pointless. That's why I was suggesting it to get changed to something more viable or tweak it to make it more appealing
An instant max range disorient that goes through block is not useful in pvp? ... ok good luck.
And how long until they stand back up.....half a second?
Do you guys not realize just how powerful this ability can be?
and asking it to be like petrify... c'mon... would you rather it be 15m range too?
@Domander do tell how powerful the morph in question is......please....I eagerly await your response. Because there is nothing powerful about an ability that is broken by mobs or players who dont pay attention. The defensive version is AWESOME that is not even a question. The DoT doesnt break it morph is very lack luster.
Dots don't break it, there's a lot of dots in the game, you can easily kill things using only dots. One powerful example is flurry. Another is lightning splash.
It has a 28m range (increased more in pvp) and is now instant, and it goes through block.
In a pvp environment it is rather useless. Even in a pve environment it is not that amazing. It is the crappy of the two imo. It could be something better. The fact that Dots don't break it is awesome yes! The sad truth is that people always break it......... no one let's someone just sit there, there is always someone who charges them or attacks with other non DoT attacks rendering it pointless. That's why I was suggesting it to get changed to something more viable or tweak it to make it more appealing
An instant max range disorient that goes through block is not useful in pvp? ... ok good luck.
And how long until they stand back up.....half a second?
If they break free, sure, as with any CC.
I wouldn't say everyone should or will run it, but I wouldn't call it useless.