Look, I get it - it does a nice amount of damage, its a consistent ability and its cheap and has a huge range but something seriously needs to be curbed with it.
I normally wouldn't complain but the more its used in PvP (EU) The more im realising that this ability has virtually no downsides.
The range is absurd and should be capped and the cost needs to be increased a decent amount. There needs too be a draw back apart from taking up a slot on your bar that actually impacts how much you use it because right now its worse than wardens spamming birds or Templar spamming Javelin. Its consistency is so good coupled with its half decent damage that you dont even need to care about CC immunity because you can just work spamming it into your rotation.
I dont want it removed its been here since launch really but I do want it nerfed a bit because its just obnoxious now. With the lag included in some situations due to it being so cheap and spammable its virtually impossible to break free or roll dodge it because its being spammed so much that you might as well just die on the spot. I've even seen whole zergs spaming it I mean its ridiculous.
It NEEDS a draw back and one that actually matters.
ezeepeezee wrote: »I kind of feel this way about all of the ranged CCs. It's not very fair for melee oriented players to have to deal with this deluge of CCs before they ever get into range of opponents. It seems to me that it would be more balanced to have all CCs be shorter ranged ala Petrify (maybe a little longer range than that though). In my mind they are for defense - they're fine to use offensively, but there should be a trade off, not just "oh you eat my combo now hehe haha undodgeable unblockable stun 4 u"
It's blockeable (with projectile bonus), dodgeable, reflectable, and to make it deal decent damage at reasonable cost you need to give up a set piece. The fire version also hands out free cc immunity if you don't let yourself get burst down. The projectile speed is mediocre and the animation very obvious, especially on the range morph, which has standard range.
I'd say that's quite a lot of downsides, actually.
Dude it's a 4k Magicka base cost skill that can be dodged and blocked.
It's used because Mag builds want a destro staff ability on their bar for tri focus, and given that it is the only one with CC, that is what most people go with.
Dude it's a 4k Magicka base cost skill that can be dodged and blocked.
It's used because Mag builds want a destro staff ability on their bar for tri focus, and given that it is the only one with CC, that is what most people go with.
Ok, I can dodge and block lots of stuff, doesn’t mean they’re balanced.
An ability that has range, a stun and damage is too much in one ability. That’s the issue with most OP or close to it skills, like incap. There’s already a spammable destro damaging skill, so I think clench should be focused on the CC aspect.
Dude it's a 4k Magicka base cost skill that can be dodged and blocked.
It's used because Mag builds want a destro staff ability on their bar for tri focus, and given that it is the only one with CC, that is what most people go with.
Ok, I can dodge and block lots of stuff, doesn’t mean they’re balanced.
An ability that has range, a stun and damage is too much in one ability. That’s the issue with most OP or close to it skills, like incap. There’s already a spammable destro damaging skill, so I think clench should be focused on the CC aspect.
Then obviously DK needs to have Stonefist nerfed, because the ability is ranged, deals damage and has a stun, it even has a lower Magicka cost and grants more physical resistance on hit too.
Same thing goes for Javelin for Templar.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
Only reason you are seeing it is because they removed CCs from frags...
That being said, the entire Destruction staff skill lines is garbage in PvP. Crushing shock is bearable for the interrupt... But it's damage is lack luster, what 3k damage against a decent opponent. That's certainly not doing anything... Flame reach is a CC first and a damage ability second, maybe coupled with the Masters staff it's making the skill even semi worth the slot, but you're talking about 2k damage for a turn cool down. My streak does more damage and is an AoE CC...
Everything else in that tree is not worth a bar slot in PvP.
Wrecking blow does considerable damage combined with the same CC, and let's not pretend it's hard to be in melee range because this game caters to Gap closer spam, and animation cancelled heavy attack weaves with melee abilities.
Flame clench being OP... Skill hasn't changed since release, and if you said that a couple updates ago you'd be laughed out of the forums.
The whole Destruction staff skill lines needs a rework, it's to the point I don't take advantage of the 8% single Target damage because none of those abilities are worth a slot on my bars...
It NEEDS a draw back and one that actually matters.