Maintenance for the week of December 23:
• NA megaservers for maintenance – December 23, 4:00AM EST (9:00 UTC) - 9:00AM EST (14:00 UTC)
• EU megaservers for maintenance – December 23, 9:00 UTC (4:00AM EST) - 14:00 UTC (9:00AM EST)

Should Damage and CCs remain separate?

Strider__Roshin
Strider__Roshin
✭✭✭✭✭
✭✭✭✭
I agree that the CC from Incap should be removed (only change I support), but should we leave DBoS alone? Hits just as hard, leaves a DoT, hits multiple people, undodgeable, and passively increases your damage. Also what about meteor? Dragon Leap? And these are ultimates, but should we apply the same philosophy to Dizzying Swing, Stone Fist, and Crystal Blast? Why take from ults but keep with normal abilities? And should we keep the damage on abilities such as Rune cage, and fossilize?

I think keeping damage separate from CCs is a good idea, but it must be consistent.
  • SirMewser
    SirMewser
    ✭✭✭✭✭
    The devs have already said that they want soft CC to be long while hard CC (including but not limited to strong snares) to be short.
    WIP
    Next balance patch, whenever that be... 2020

    Dizzy Swing and Stone Fist are fine.
    Crystal Fragments should have the CC brought back.
    Rune Prison is an abomination that needs to go.
    Fossilize is fine because besides leap and stone first, DKs don't have much else good CC, and we all know that is an issue with Warden...

    Ultimate's shouldn't have to be homogenized in such a system.
    Edited by SirMewser on June 11, 2018 7:36AM
  • Ankael07
    Ankael07
    ✭✭✭✭✭
    ✭✭
    Old versions of both those ultimates were better. Incap stunning as a defensive measure and Dawnbreaker as a punishment for vampires/werewolves. They both had unique identities of themselves
    If you want me to reply to your comment type @Ankael07 in it.
  • Strider__Roshin
    Strider__Roshin
    ✭✭✭✭✭
    ✭✭✭✭
    Ankael07 wrote: »
    Old versions of both those ultimates were better. Incap stunning as a defensive measure and Dawnbreaker as a punishment for vampires/werewolves. They both had unique identities of themselves

    Honestly yeah you're right. Reverting them both to their original form would be a solid idea.
  • SirMewser
    SirMewser
    ✭✭✭✭✭
    Here you go.
    Nightblades
    • The Cloak-Detect play-counterplay is too extreme. Either cloak is *really* strong if a player can disappear with impunity or is *really* weak when the player can not disappear at all and their main skill feels useless. Need more of a middle ground.
    • Obvious/bad morph choices that limit diversity. Debilitate, Power Extraction, and Manifestation of Terror for example. Also, some morphs have good ideas but need a bit more. Dark Cloak is a good heal, but minor protection buff is too short for example
    • Incapacitating Strike. Seen as an overloaded and does too much. Reverting original mechanic of stunning when target has higher health was a popular opinion.
    • Some Nightblades have indicated some non-cloak defense options would help when they do get marked or detect potted.
    • Nightblades dominate as DPS, but underperform as tanks pigeonhole them and limit diversity
      • The “sap” tank playstyle, for instance, is no longer possible
    • Some players would rather have Agony back than Malevolent Offering.

    You should check out the class rep discussions and meeting notes.
    Edited by SirMewser on June 11, 2018 7:58AM
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    SirMewser wrote: »
    Here you go.
    Nightblades
    • The Cloak-Detect play-counterplay is too extreme. Either cloak is *really* strong if a player can disappear with impunity or is *really* weak when the player can not disappear at all and their main skill feels useless. Need more of a middle ground.
    • Obvious/bad morph choices that limit diversity. Debilitate, Power Extraction, and Manifestation of Terror for example. Also, some morphs have good ideas but need a bit more. Dark Cloak is a good heal, but minor protection buff is too short for example
    • Incapacitating Strike. Seen as an overloaded and does too much. Reverting original mechanic of stunning when target has higher health was a popular opinion.
    • Some Nightblades have indicated some non-cloak defense options would help when they do get marked or detect potted.
    • Nightblades dominate as DPS, but underperform as tanks pigeonhole them and limit diversity
      • The “sap” tank playstyle, for instance, is no longer possible
    • Some players would rather have Agony back than Malevolent Offering.

    You should check out the class rep discussions and meeting notes.

    You bring up a great point.

    I have seen other threads created after that class rep discussion was posted that seemed to have not read it. Just like some changes that have been suggested that were oblivious to changes made days beforehand with the recent expansion patch.
  • Rekt_gaming
    Rekt_gaming
    ✭✭
    I for one think pruning all the skills that apply multiple debuffs cc's roots snares etc all at the same time would be a great step in making the pvp more enjoyable and more tactical.

    Making someone have to choose between damage a root or cc rather then just being able to use a skill like fear and have one button press apply a hard cc a snare and minor maim debuff. Or likewise fossilize applying a hard cc and root.
    To me these types of skills don't force players to make any hard choices about what skills to put on their bars since almost ever skill in the game offers them some secondary affect ontop of the damage they already cause.

    IMO it's true of ultimates as well incap should have it's cost increased or one of its secondary affects removed. Dawnbreaker of smiting should have its upfront damage increased abit more but the DoT removed. Also all the Ult's the OP mentions benefit from passive in someway that increase or mitigates damage via crit increase armor increase max magicka and recovery from meteor etc not valid to apply that only to dawnbreaker.
Sign In or Register to comment.