Like I said in previous posts, am I playing a diferent game? Youll nerf gap closers damage which is like 8k at most but sorcs can go around and wipe a zerg. You're making this game so boring with nerfs all around. I dont think I ever seen anyone ever ask for this. You seem very off base with what your community think is balanced. Ive played a ton of games at the top 1% (halo3, reach, 5) Ffxiv pvp etc. And I just dont get it. Meanwhile the netcode is garbage and everyone gets infinite loading screens. Youre trying to switch up the meta but nerfing everything just makes the game dull and boring.
RinaldoGandolphi wrote: »Gap closers were a bit OP, but i think they might have went too far on the damage nerf...the gap closer snare needs to go though....its one of the games worst mechanics.
Yolokin_Swagonborn wrote: »
Gap closers should have the following:
-Short cooldown so they are not spammable. 7-10s.
-Damage low enough (but not absurdly low) that the ability does not become part of a rotation.
-A short root (1-1.5s) to ensure you can reach your target.
The root is necessary due to the way that gap closers work. You leap at your target's position at the time of the leap, allowing your target to move from that position in the second or so that you are traveling to said target. A very short root solves this issue.
There can be other perks added to gap closers though, such as perks that contribute to risk/reward. For example, a gap closer used to close the gap on an enemy surrounded by a larger group of enemies could reward a short duration damage or defensive bonus based on the amount of targets (in a short range) around your initial target. This gives more organized small scale groups both incentive and protection to dive larger, less organized groups.
Gap closers should have the following:
-Short cooldown so they are not spammable. 7-10s.
-Damage low enough (but not absurdly low) that the ability does not become part of a rotation.
-A short root (1-1.5s) to ensure you can reach your target.
The root is necessary due to the way that gap closers work. You leap at your target's position at the time of the leap, allowing your target to move from that position in the second or so that you are traveling to said target. A very short root solves this issue.
There can be other perks added to gap closers though, such as perks that contribute to risk/reward. For example, a gap closer used to close the gap on an enemy surrounded by a larger group of enemies could reward a short duration damage or defensive bonus based on the amount of targets (in a short range) around your initial target. This gives more organized small scale groups both incentive and protection to dive larger, less organized groups.
That just sounds overall worse.
You make the skill feel worse by gutting the damage and adding a cooldown, and you make it feel worse to play against, given that now people have access to an instant unavoidable ranged root.
Gap closers should have the following:
-Short cooldown so they are not spammable. 7-10s.
-Damage low enough (but not absurdly low) that the ability does not become part of a rotation.
-A short root (1-1.5s) to ensure you can reach your target.
The root is necessary due to the way that gap closers work. You leap at your target's position at the time of the leap, allowing your target to move from that position in the second or so that you are traveling to said target. A very short root solves this issue.
There can be other perks added to gap closers though, such as perks that contribute to risk/reward. For example, a gap closer used to close the gap on an enemy surrounded by a larger group of enemies could reward a short duration damage or defensive bonus based on the amount of targets (in a short range) around your initial target. This gives more organized small scale groups both incentive and protection to dive larger, less organized groups, or one bold individual an advantage when singling out one person in the middle of a large group.
Chilly-McFreeze wrote: »Pls no. The game was designed and advertised as no cd on skills. Bad enough they added one on DKs. Minimum range and fatigue costs are better imo.
Gap closers should have the following:
-Short cooldown so they are not spammable. 7-10s.
-Damage low enough (but not absurdly low) that the ability does not become part of a rotation.
-A short root (1-1.5s) to ensure you can reach your target.
The root is necessary due to the way that gap closers work. You leap at your target's position at the time of the leap, allowing your target to move from that position in the second or so that you are traveling to said target. A very short root solves this issue.
There can be other perks added to gap closers though, such as perks that contribute to risk/reward. For example, a gap closer used to close the gap on an enemy surrounded by a larger group of enemies could reward a short duration damage or defensive bonus based on the amount of targets (in a short range) around your initial target. This gives more organized small scale groups both incentive and protection to dive larger, less organized groups.
That just sounds overall worse.
You make the skill feel worse by gutting the damage and adding a cooldown, and you make it feel worse to play against, given that now people have access to an instant unavoidable ranged root.
I don't see a good argument as to why a gap closer should not have a cooldown. What is the purpose of playing ranged if melee can just hit a button to instantly be in melee range every time ranged creates a gap?
The same goes for streak. The cost increase exists to prevent sorcs from simply using it over and over again due to the fact that it does not have a cooldown. It follows that a melee gap closer should also have either a cooldown or some sort of diminishing returns similar to streak.
As for the root, gap closers constantly failing to place you in melee range of a moving target (which most are) is an issue that should be solved, and a root is an easy solution. The more difficult solution is changing the way gap closers calculate where they land from a stationary position to a moving one, which is unlikely to happen.
felipenepub17_ESO wrote: »"Remove the unpurgable gap closer snare Entirely - even if it results in gap closers not always landing."
and
set a minimum distance for ambush like there is on every gap closer
I'd be interested to see what happened if all gap closers had the fatigue that Bolt Escape does.
Yolokin_Swagonborn wrote: »felipenepub17_ESO wrote: »"Remove the unpurgable gap closer snare Entirely - even if it results in gap closers not always landing."
and
set a minimum distance for ambush like there is on every gap closer
I haven't been bothered by a spambusher in years. Someone spamming one ability on you is going to die pretty quickly. They can lock you down but if you got rid of gap closer snare that wouldn't be a problem.