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.
VexingArcanist wrote: »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.
Then you don't pvp. Seriously, how can you even make such a claim? Rune Cage ALL DAY LONG.bottleofsyrup wrote: »Still not as bad as the unbreakable Psijic CC.
Normally you have plenty of time to get out of the field before the stun goes off. I realize there can be interactions that inhibit your ability to get out in time, but with Rune Cage you often don't even see it coming.
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?
Ancient knowledge passive on destro line. With sorcs struggle for bar-space, a reason reach became popular was to fill the slot as both cc and spammable while also fulfilling that 'slotted destro ability' requirement.
I've often found it difficult to even slot a single destro ability, and if not for the light attack buffs and weapons giving 2 set bonuses this patch, I'd still be using DW for it's 5% with no skill-slotting requirement.
thestud2012 wrote: »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?
Ancient knowledge passive on destro line. With sorcs struggle for bar-space, a reason reach became popular was to fill the slot as both cc and spammable while also fulfilling that 'slotted destro ability' requirement.
I've often found it difficult to even slot a single destro ability, and if not for the light attack buffs and weapons giving 2 set bonuses this patch, I'd still be using DW for it's 5% with no skill-slotting requirement.
I wondered if that was the passive you were referencing. Heads up - you don't need to slot a destro skill anymore. Just wield a destro staff. Changed by Summerset. I don't use destro skills anymore.
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.
WrathOfInnos wrote: »thestud2012 wrote: »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?
Ancient knowledge passive on destro line. With sorcs struggle for bar-space, a reason reach became popular was to fill the slot as both cc and spammable while also fulfilling that 'slotted destro ability' requirement.
I've often found it difficult to even slot a single destro ability, and if not for the light attack buffs and weapons giving 2 set bonuses this patch, I'd still be using DW for it's 5% with no skill-slotting requirement.
I wondered if that was the passive you were referencing. Heads up - you don't need to slot a destro skill anymore. Just wield a destro staff. Changed by Summerset. I don't use destro skills anymore.
@thestud2012 Really? Not near my PC to check, but this would be great. Is it intended? I did not see anything about this in the patch notes. Did the Ancient Knowledge tooltip change to reflect this? Can anyone confirm?
thestud2012 wrote: »WrathOfInnos wrote: »thestud2012 wrote: »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?
Ancient knowledge passive on destro line. With sorcs struggle for bar-space, a reason reach became popular was to fill the slot as both cc and spammable while also fulfilling that 'slotted destro ability' requirement.
I've often found it difficult to even slot a single destro ability, and if not for the light attack buffs and weapons giving 2 set bonuses this patch, I'd still be using DW for it's 5% with no skill-slotting requirement.
I wondered if that was the passive you were referencing. Heads up - you don't need to slot a destro skill anymore. Just wield a destro staff. Changed by Summerset. I don't use destro skills anymore.
@thestud2012 Really? Not near my PC to check, but this would be great. Is it intended? I did not see anything about this in the patch notes. Did the Ancient Knowledge tooltip change to reflect this? Can anyone confirm?
I can't get this to show up in the post. I guess because it doesn't end with an image extension? I'm assuming the change was intentional and it was missed in the patch notes.
https://steamuserimages-a.akamaihd.net/ugc/922557146023183593/864CFF4E13B7D2EDAE3096976A9B6688CFE66756/
Shokasegambit1 wrote: »Look im cotton pickin tired of this ! If I die to something i need it nerfed asap ! And clearly its over preforming and cheap, ultimately this will take my reputation of being a good player away from the community of players I never met in real life.
If I kill somebody surely it was my professional Esports skills that did it and obviously it's a l2p issue with them. Clearly I'm the best player in the world. Hahahaha
Well they saw DK had a cool ability, then buffed it like hell and gave it to sorcs, not surprised.
Answer: Because the developers thought it balanced. Duh.Question: Why is Rune Prison a 5 second long stun?
Well they saw DK had a cool ability, then buffed it like hell and gave it to sorcs, not surprised.
Okay, let's end this.
Rune Cage IS NOT Fossilize. Fossilize also ROOTS, a significant advantage.
The nerf to Fossilize range was a bit unnecessary, IMO. But when it lands, it works perfectly in tandem with all the stamina pressure DKs have.
WrathOfInnos wrote: »thestud2012 wrote: »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?
Ancient knowledge passive on destro line. With sorcs struggle for bar-space, a reason reach became popular was to fill the slot as both cc and spammable while also fulfilling that 'slotted destro ability' requirement.
I've often found it difficult to even slot a single destro ability, and if not for the light attack buffs and weapons giving 2 set bonuses this patch, I'd still be using DW for it's 5% with no skill-slotting requirement.
I wondered if that was the passive you were referencing. Heads up - you don't need to slot a destro skill anymore. Just wield a destro staff. Changed by Summerset. I don't use destro skills anymore.
@thestud2012 Really? Not near my PC to check, but this would be great. Is it intended? I did not see anything about this in the patch notes. Did the Ancient Knowledge tooltip change to reflect this? Can anyone confirm?