Judas Helviaryn wrote: »It used to be 30 seconds.
Seriously.. Do people ever stop asking for nerfs?
Judas Helviaryn wrote: »It used to be 30 seconds.
Seriously.. Do people ever stop asking for nerfs?
No, it wasn't. Do you know what skill you're talking about?
Dark Magic
....
Rune Prison: This ability and its morphs are no longer 30-second disorients. Instead, they are 2.5-second stuns that cannot be blocked or dodged, and they can be placed on multiple targets.
Judas Helviaryn wrote: »Judas Helviaryn wrote: »It used to be 30 seconds.
Seriously.. Do people ever stop asking for nerfs?
No, it wasn't. Do you know what skill you're talking about?Dark Magic
....
Rune Prison: This ability and its morphs are no longer 30-second disorients. Instead, they are 2.5-second stuns that cannot be blocked or dodged, and they can be placed on multiple targets.
The disorient was effectively a stun, just a longer duration. It was still hard CC, and had to be broken out of. The only difference being you would come out of it if you were attacked.
Judas Helviaryn wrote: »It used to be 30 seconds.
Seriously.. Do people ever stop asking for nerfs?
Blacksmoke wrote: »Because its not 2 seconds.
Blacksmoke wrote: »Because its not 2 seconds.
You know what guys I'm really beginning to love this game anew.
I need to say this but all of ur Post are only like "no" "nope" "i dont care" "Doesnt matter". Stop trolling and hunting for forum Stars.
Judas Helviaryn wrote: »Judas Helviaryn wrote: »It used to be 30 seconds.
Seriously.. Do people ever stop asking for nerfs?
No, it wasn't. Do you know what skill you're talking about?Dark Magic
....
Rune Prison: This ability and its morphs are no longer 30-second disorients. Instead, they are 2.5-second stuns that cannot be blocked or dodged, and they can be placed on multiple targets.
The disorient was effectively a stun, just a longer duration. It was still hard CC, and had to be broken out of. The only difference being you would come out of it if you were attacked.
The effectiveness of Rune Prison isn't the stun duration. It's the unblockable aspect that kills people. Stun or disorient, that shouldn't even be in question, and the way you state it, you seem to think the stun duration is the teeth of the ability.
That's simply false.
That's because this is how developers update the game:The skill is just overtuned no matter how you view it.
Stun is the least of the issues with this ability.
How about the fact it has around 20% higher base tooltip damage than Destructive Reach, a blockable/dodgeable/reflectable/cloakable stun from destro staff?
Or that it's cheaper than Destructive Reach as well?
The skill is just overtuned no matter how you view it.
Stun is the least of the issues with this ability.
How about the fact it has around 20% higher base tooltip damage than Destructive Reach, a blockable/dodgeable/reflectable/cloakable stun from destro staff?
Or that it's cheaper than Destructive Reach as well?
The skill is just overtuned no matter how you view it.
But then you could view it differently.. Reach benefits from 10% penetration from destro passives, can apply burning, returns mag if it kills, procs glyphs, also has a dot component (which in itself is useful for proccing a ton of stuff - like sloads, surge etc), just slotting it gives 8% more damage to everything - and not to mention what Master Staff does to it (which most reach builds use)..
I still think cage is better (I did pre-summerset) without masters - but then class skills imo should generally be stronger than weapon skills - but as usual, you are over-egging the difference :-) I'm convinced your 10k tooltip posts are what convinced so many people to start running it this patch...
Stun is the least of the issues with this ability.
How about the fact it has around 20% higher base tooltip damage than Destructive Reach, a blockable/dodgeable/reflectable/cloakable stun from destro staff?
Or that it's cheaper than Destructive Reach as well?
The skill is just overtuned no matter how you view it.
But then you could view it differently.. Reach benefits from 10% penetration from destro passives, can apply burning, returns mag if it kills, procs glyphs, also has a dot component (which in itself is useful for proccing a ton of stuff - like sloads, surge etc), just slotting it gives 8% more damage to everything - and not to mention what Master Staff does to it (which most reach builds use)..
I still think cage is better (I did pre-summerset) without masters - but then class skills imo should generally be stronger than weapon skills - but as usual, you are over-egging the difference :-) I'm convinced your 10k tooltip posts are what convinced so many people to start running it this patch...
Judas Helviaryn wrote: »Judas Helviaryn wrote: »It used to be 30 seconds.
Seriously.. Do people ever stop asking for nerfs?
No, it wasn't. Do you know what skill you're talking about?Dark Magic
....
Rune Prison: This ability and its morphs are no longer 30-second disorients. Instead, they are 2.5-second stuns that cannot be blocked or dodged, and they can be placed on multiple targets.
The disorient was effectively a stun, just a longer duration. It was still hard CC, and had to be broken out of. The only difference being you would come out of it if you were attacked.
Dude. That's a massive difference. Don't act like it's not.
Stuns don't disappear when you're attacked. Means your enemy can attack you all they want for 5s.
And either way, why is it 5s?
Dizzyng Swing is 3.5
Defensive Stance is 3
Shield Charge is 3-5.64
Reverberating Bash is 3
Crushing Shock is 3
Destructive Touch (shock) is 2.5
Aurora Javelin is 1.8
Blinding Javelin is 3.1
Stonefist is 3
Petrify is 2.5
Dragon Leap is 2
Deep Breath is 2
Incapacitating Strike is 3
Teleport Strike is 2
Surprise Attack (stealthed) is 4
Aspect of Terror is 4
Soul Tether is 4.5
Bear is 2
Permafrost is 3
Dawnbreaker of Smiting is 1.8
Meteor is 2
Time Stop is 3
Why make Rune Prison so cheap, so easy to use, so free of risk, and make it objectively the best stun in the game?
bottleofsyrup wrote: »Still not as bad as the unbreakable Psijic CC.
Syncronaut wrote: »I havent seen many people use it offensive at all. They mostly use Defensive rune.
Super anoying then you do a stealth attack as nightblade.
Sometimes break free just wont work and it can backfire pretty badly.
bottleofsyrup wrote: »Still not as bad as the unbreakable Psijic CC.
Honest question. Wish I had anything more to add to the thread, but that really is all there is to it.
Why?
What is the logic and train of thought that lead towards one of the most powerful abilities in the game for one of the most powerful classes in the game to have its effectiveness doubled, despite the fact it was already superior in any conceivable way from other stuns?
Feel free to play devil's advocate in the comments. Because I sure as hell can't think of a way to justify it.
If any developers could also explain this decision, I would appreciate it as well.
thestud2012 wrote: »Stun is the least of the issues with this ability.
How about the fact it has around 20% higher base tooltip damage than Destructive Reach, a blockable/dodgeable/reflectable/cloakable stun from destro staff?
Or that it's cheaper than Destructive Reach as well?
The skill is just overtuned no matter how you view it.
But then you could view it differently.. Reach benefits from 10% penetration from destro passives, can apply burning, returns mag if it kills, procs glyphs, also has a dot component (which in itself is useful for proccing a ton of stuff - like sloads, surge etc), just slotting it gives 8% more damage to everything - and not to mention what Master Staff does to it (which most reach builds use)..
I still think cage is better (I did pre-summerset) without masters - but then class skills imo should generally be stronger than weapon skills - but as usual, you are over-egging the difference :-) I'm convinced your 10k tooltip posts are what convinced so many people to start running it this patch...
Slotting gives 8% more damage to everything? What did I miss?
thestud2012 wrote: »Stun is the least of the issues with this ability.
How about the fact it has around 20% higher base tooltip damage than Destructive Reach, a blockable/dodgeable/reflectable/cloakable stun from destro staff?
Or that it's cheaper than Destructive Reach as well?
The skill is just overtuned no matter how you view it.
But then you could view it differently.. Reach benefits from 10% penetration from destro passives, can apply burning, returns mag if it kills, procs glyphs, also has a dot component (which in itself is useful for proccing a ton of stuff - like sloads, surge etc), just slotting it gives 8% more damage to everything - and not to mention what Master Staff does to it (which most reach builds use)..
I still think cage is better (I did pre-summerset) without masters - but then class skills imo should generally be stronger than weapon skills - but as usual, you are over-egging the difference :-) I'm convinced your 10k tooltip posts are what convinced so many people to start running it this patch...
Slotting gives 8% more damage to everything? What did I miss?