I believe the choice is interesting now:
Rune cage ~ 41 meters, cost 2984 magicka: Deal 0 damage + stun undodgeable/unblockable ( the 5 sec are not very useful, except if you don't break free ... in this case it's a L2P issue)
Clench ~ 41 meters, cost 3232 magicka : Deal X damage + X Damage overtime + Proc burn effect + can be used as a spammable instead force pulse + stun blockable/dodgeable/reflectable.
I really wanted this change.
The counter play is to break free like you do with every other hard CC.
I believe the choice is interesting now:
Rune cage ~ 41 meters, cost 2984 magicka: Deal 0 damage + stun undodgeable/unblockable ( the 5 sec are not very useful, except if you don't break free ... in this case it's a L2P issue)
Clench ~ 41 meters, cost 3232 magicka : Deal X damage + X Damage overtime + Proc burn effect + can be used as a spammable instead force pulse + stun blockable/dodgeable/reflectable.
I really wanted this change.
So if the point was to have a choice between better (broken) cc + no dmg Vs dmg + worse cc then what the hell was the point of nerfing frags.
The counter play is to break free like you do with every other hard CC.
I wont write much. To keep it short.... the damage from the rune cage is not the issue. the 0 counter play followed by a huge timed delayed burst is the issue.
This is no where near comparable to fossilize > dk burst.
Avran_Sylt wrote: »@Abhaya
That's not counter-play. That's a reaction.
Counter-Play would be seeing them perform the skill, and doing something to prevent it. (net loss for both sides)
Avran_Sylt wrote: »@Abhaya
That's not counter-play. That's a reaction.
Counter-Play would be seeing them perform the skill, and doing something to prevent it. (net loss for both sides)
NB and DK both have unblockable CC, fear and fossilize. It's an l2p issue if you can't learn to counter play
I believe the choice is interesting now:
Rune cage ~ 41 meters, cost 2984 magicka: Deal 0 damage + stun undodgeable/unblockable ( the 5 sec are not very useful, except if you don't break free ... in this case it's a L2P issue)
Clench ~ 41 meters, cost 3232 magicka : Deal X damage + X Damage overtime + Proc burn effect + can be used as a spammable instead force pulse + stun blockable/dodgeable/reflectable.
I really wanted this change.
So if the point was to have a choice between better (broken) cc + no dmg Vs dmg + worse cc then what the hell was the point of nerfing frags.
you mean, a choice between better (undodgeable/unbreakable) cc + no dmg Vs dmg + Worse CC + a Free bar slot.
Absolutely no reason nerfing frags, i believe they wanted to:
- make both crystal morph interesting
- though it would fix the sorc issue by forcing them to use another skill for stun ( if they chose crystal frag with no cc morph).
They were wrong, Crystal blast is still a potatoe and unused morph ( except for Overload gank ... ) and people keep complain about sorc skills.
OP is absolutely right, reducing the damage at this point is moot because they're also increasing sorc burst in this patch with new itemization (Balorgh) by far more than what the Rune Cage damage was.
So in essence the unavoidable burst is even more than it was before, even if Cage itself deals no damage.
I.e. it'll still result in all but tank builds getting evaporated with no feasible counterplay or chance to react.The counter play is to break free like you do with every other hard CC.
Except you can't break free because you've already taken two light attacks, a frag & a curse (and possibly a Meteor as well) to the face before it is even physically possible to CC break, resulting in 20k+ damage instakill.
Zos clearly stated that this skill is still being worked on during the pts but they need more testing done first. For example they are considering making the skill dogable and more visible inorder to enable counter play. So chillax for!;)
OP is absolutely right, reducing the damage at this point is moot because they're also increasing sorc burst in this patch with new itemization (Balorgh) by far more than what the Rune Cage damage was.
So in essence the unavoidable burst is even more than it was before, even if Cage itself deals no damage.
I.e. it'll still result in all but tank builds getting evaporated with no feasible counterplay or chance to react.The counter play is to break free like you do with every other hard CC.
Except you can't break free because you've already taken two light attacks, a frag & a curse (and possibly a Meteor as well) to the face before it is even physically possible to CC break, resulting in 20k+ damage instakill.
Balorgh increase the all meteor combo by 340 spell damage, but spending a monster set for ultimate combo that happen every 56s can maybe not be that strong.
We need number comparation to really be sure.
OP is absolutely right, reducing the damage at this point is moot because they're also increasing sorc burst in this patch with new itemization (Balorgh) by far more than what the Rune Cage damage was.
So in essence the unavoidable burst is even more than it was before, even if Cage itself deals no damage.
I.e. it'll still result in all but tank builds getting evaporated with no feasible counterplay or chance to react.The counter play is to break free like you do with every other hard CC.
Except you can't break free because you've already taken two light attacks, a frag & a curse (and possibly a Meteor as well) to the face before it is even physically possible to CC break, resulting in 20k+ damage instakill.
Balorgh increase the all meteor combo by 340 spell damage, but spending a monster set for ultimate combo that happen every 56s can maybe not be that strong.
We need number comparation to really be sure.
yeah and Bomblade will get 500 more sp with destro ultimate, but nobody talk about that :P
OP is absolutely right, reducing the damage at this point is moot because they're also increasing sorc burst in this patch with new itemization (Balorgh) by far more than what the Rune Cage damage was.
So in essence the unavoidable burst is even more than it was before, even if Cage itself deals no damage.
I.e. it'll still result in all but tank builds getting evaporated with no feasible counterplay or chance to react.The counter play is to break free like you do with every other hard CC.
Except you can't break free because you've already taken two light attacks, a frag & a curse (and possibly a Meteor as well) to the face before it is even physically possible to CC break, resulting in 20k+ damage instakill.
Balorgh increase the all meteor combo by 340 spell damage, but spending a monster set for ultimate combo that happen every 56s can maybe not be that strong.
We need number comparation to really be sure.
yeah and Bomblade will get 500 more sp with destro ultimate, but nobody talk about that :P
Actually it'll be 1k more spell dmg but it'll require to charge 650 ultimate between each bomb. Also it's not like bobmblades are extremly strong currently. Sets like Wizard Riposte , Earthgore etc lowered effectiveness of that build quite strongly.
I believe the choice is interesting now:
Rune cage ~ 41 meters, cost 2984 magicka: Deal 0 damage + stun undodgeable/unblockable ( the 5 sec are not very useful, except if you don't break free ... in this case it's a L2P issue)
Clench ~ 41 meters, cost 3232 magicka : Deal X damage + X Damage overtime + Proc burn effect + can be used as a spammable instead force pulse + stun blockable/dodgeable/reflectable.
I really wanted this change.
So if the point was to have a choice between better (broken) cc + no dmg Vs dmg + worse cc then what the hell was the point of nerfing frags.
I believe the choice is interesting now:
Rune cage ~ 41 meters, cost 2984 magicka: Deal 0 damage + stun undodgeable/unblockable ( the 5 sec are not very useful, except if you don't break free ... in this case it's a L2P issue)
Clench ~ 41 meters, cost 3232 magicka : Deal X damage + X Damage overtime + Proc burn effect + can be used as a spammable instead force pulse + stun blockable/dodgeable/reflectable.
I really wanted this change.
So if the point was to have a choice between better (broken) cc + no dmg Vs dmg + worse cc then what the hell was the point of nerfing frags.
There was no point in nerfing frag cc.
It was the worst out of the three you mentioned before. The only thing nerfing frags achieved was to reduce build diversity.