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View Full Version : Movement "dot" nerf/fix


HariSeldon
02-20-2009, 03:06 AM
(like WE's Enfeebling Strike or IB's Punishing Blow)
On the PST these "if you move you take a lot of damage" abilities are now doing really low damage, prolly because stats contribution was totally removed. On the patch notes it was indicated that the changes will be affect only WE's Enfeebling Strike but all similar abilities are affected on the PST. (wich imho is bad: we need clear and completed patch notes!)
I think that the nerf of these abilities is totally un-needed. Those are one of the abilities of this game that requires brain and fast decision: it's better to move and kite away and take the dot damage or to stand still and take only the "normal" damage? Bad player will always move or always stand still (so sometimes they take the wrong decision) and are the ones that call for the (unnecessary) nerf; instead good players knows when it's better to move or when it's better to stand still and recognize that those "on movement dot" abilities are one of the nicest form of cc of the game.
With the damage that those abilities done on the PST, players affected by ES (or PB or similars) will always move or will simply don't care of them, because the damage received will be crap. Less brain required in the game = BAD!
I hope that this will start a constructive feedback.

P.S. Sorry for the poor english.

shawnee
02-20-2009, 04:52 AM
i dont know how hard yours hits but the witch elfs one certainly needed nerfing as you can not move or you take huge amount of damage. i can put enfeeble on people and just watch them run away and die. thing is with witch elfs you cant stand there and take there damage as you could with a tank so its overpowered as it gets for witch elf.

Nague
02-20-2009, 05:47 PM
WE dont have a melee snare.

With the targets now free to move you can simply run like a headless chicken and probably survive easily.
It was a Cc ability, you were not supposed to move unless you had a special plan.

In Addition...openers are a huge part of the WE mechanic. With openers AND stealth nerfed, you took away a great deal of this.
Its like removing oathfriend.

Greenly
02-20-2009, 06:54 PM
Have you guys seen the amount of damage enfeebling does on a very geared WE? Running means death with 500 ticks every time you move...

Movement dots are the most ridiculous concept I have ever seen in a game. I play a shadow warrior and if one is used on me and I dont have my morale1 to remove it... I lose NO MATTER HOW SKILLED I AM.

Against kiting classes these skills are basically an IWIN button.
They shoul dbe removed and replaced with a different effect such as a stun/short duration powerful snare (eg, 6 seconds of 80% movement debuff).

HariSeldon
02-21-2009, 05:45 AM
Remember, we are talking on a group based pvp game.
In a group vs group enviroment, nobody dies from enfeeble strike-punishing blow-etc. (n.b. however, PB do less dmg of ES)

HariSeldon
02-25-2009, 02:44 AM
Latest patch notes confirmed: 0 stats contribution to ES, PB, ToP etc..
THAT'S BAD!
I know that Mythic is still looking into the matter of those movement barbs, i hope in a change.
I think that making movement bard not critical with a -10/20% contribution from stats OR still critical but -30/40% from from stats will be an accettable nerf. As it now it's a gamebreaking nerf, specially for tanks archetype (IB and Chosen) that used those abilities like a CC.

Gaijin
02-26-2009, 04:15 PM
I agree to a point.

As a Witch Elf, watching people run away after hitting them with Enfeebling and seeing it crit for 500ish damage multiple times was imbalanced. I will admit that. However, taking away stat contribution completely was the wrong way to go about fixing this. Instead, how about just having a small percentage of the stat adding to the damage instead of the whole value? Say 10-15%?

Palathis
03-02-2009, 06:43 PM
It can not be what it was. Doing that much damage left you no options in a fight...stay put and die, or run and die. That is not the way a game should be played...your decisions have to have meaning, not just die no matter what. The move dots were no different then if a sorc or BW snared you, and the snare effect wasnt that you could not move, but that if you did, you die from the damage....now what do you do...stand there and get blasted to death, or run at the BW / sorc and die trying to get there. You would all complain if the snare worked that way. If a snare is going to do damage instead of snare, It is not a snare !! It is an attack that does damage, if the class needs a snare give them one. Make it balanced. The movement dots were not balanced. They should be additional damage, so if your target gets away from you, they take damage doing it, and if you catch up with them again, they are now in that much more trouble. It should not mean they are dead no matter what they do.

bayle3
05-26-2009, 08:43 AM
we nerfed everything else that an assassin class can do, why not take the movement dot away too?:rolleyes:

what role do these classes have now?

Minaxter
05-27-2009, 05:34 PM
They come well dressed with nifty hats, sweet longcoats or hawt bikinis and wild hair.

being best dressed is the role of assasin characters.

Sagart
05-27-2009, 06:40 PM
Remember, we are talking on a group based pvp game.
In a group vs group enviroment, nobody dies from enfeeble strike-punishing blow-etc. (n.b. however, PB do less dmg of ES)


Just like in DAoC 90% of the RvsR population doens't play in a premade group. We work with what we have in open parties.

There is no reason to balance a game around how 10% or less of the population plays it.

bayle3
05-28-2009, 06:10 AM
Just like in DAoC 90% of the RvsR population doens't play in a premade group. We work with what we have in open parties.

There is no reason to balance a game around how 10% or less of the population plays it.

i have to agree with this logic. i dont have the time or patience required to roll nothing but pre-mades.

Calish
05-29-2009, 04:44 PM
On PTS stage 2 I got hit for 150-190 (sudden accusation) each time I moved.

This is alot more then live.

HariSeldon
06-05-2009, 01:04 AM
Just like in DAoC 90% of the RvsR population doens't play in a premade group. We work with what we have in open parties.

There is no reason to balance a game around how 10% or less of the population plays it.

Group play is NOT equal to premade group. A single healer simply negate the movement dot. Or are you saying that a group without an healer needs to be competitive and balanced because if you are not in a premade group you cannot always have an healer that heals you? :rolleyes:
Indeed, thx for the gravedigging.