I just feel like these changes are not for the good of the community. The majority is against them yet that will have no effect on the devs for it will still get pushed thru. Go try healing VHOF with these changes. I also have an actual problem with my own PVP scenario. I play nightblade alongside my friend. We cast at the same time for gank blading yet for some reason he is able to stealth away and I'm not. I can spam cloak and hope I am able to get behind a rock and eventually go stealth, but it wont let me. I open up with lethal arrow(bow tree) then poison arrow(bow tree). People keep telling me poison arrow dot will bring you out of stealth, well thats not correct because my friend uses it on people and he stealths just fine, now I see it bringing the enemy out once they are hit but not the person using it. Only difference in his build and mine is he uses focused aim instead of lethal arrow. I've tried placing a ticket on this but only get the response of can you go more into detail about what is going on? I mean I just told you lol. But yea everyday I log into PVP I already know I'm going to die if I dont kill the person I attack, because of not being able to stealth.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
With the recent changes to all cc skills, the stun from stealth should also get in line with lower damage and limited range on CCs.
I even would welcome to remove it completely since being able to land the first hit and have 100% crit on it, is already good enough.
Some other ccs that fall out of the line are stone fist (dk skill)(strong damage or really strong heal with long range cc) and javelin (templer skill)(high damage+proc+long range+extreme knock-back)
Did something change for dodge roll and break free on pts? Feels really weird
Silence on incap still does not have a combat clue??? Why would such a extreme painful cc against mag not have a animation on the char who is affected by it. It is really hard to see:i now got silence? just incapped? or it is lag?
I personal found having major expedition from mist form nice even if you did not stay the whole duration is mist from. Especial after all the mag dk, omnipotent flame damage and siege buffs, it would be nice if vampires still had some kind of advantage. (The invisible bat swarm ulti would be nice to have back instead of the boring gap close ulti)
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
DK chain are a rule breaker on so many lvl:
- free cost if not being able to chain in
- damage
- undodgeable despised being a projectile
I personal really dislike the design to basically being able to spam the chain on someone for free till he gets pulled in. Most players abuse it to zerg players down: Be a tank that only chains players in a way better grp and there is no real counter to it. You can not dodge it. As long as you are CC immune they can spam it for free. If you block, you are slow and they also can spam it for free.
Please adjust it so zerg chaining is not so effective as it is now.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
Then might as well delete Sorc's Rune Cage, because it does exactly what you just described - a no-damage stun.InvictusApollo wrote: »I'd use this skill even if it provided no damage but was a fully ranged CC.