Changes to immobilize

Changes to immobilize

in Profession Balance

Posted by: Detharos.3157

Detharos.3157

I’m just curious if anyone else is having problems with immobilize, and desperately wants to see some change to it, or the condition system in general. What I mean is this: It’s no mystery that some classes and especially, some builds.. are extremely more reliant on roll evades to survive. They’re counting on those rolls to equate to say, the warrior’s ability to reduce the incoming damage and further mitigate with high passive regeneration, or say the ability of a thief to avoid attack sequences and reposition under a veil of invisibility, or the flurry of healing an elemantlist dishes out with water attunement. Hence said these classes’ at times excessive availability of Vigor boons and passive endurance regeneration, and a need for more of it than other classes. The point is, to have a mechanic that effectively disables dodge rolls with no direct counter in a game that’s supposedly all about skillful play and “Dodging threatening attacks/combos at the right time” and “Counter X with Y at the right time”, I find immobilize at times extremely imbalanced because it acts as a counter to the former while sidestepping the threat of the latter by being a condition.

Immobilize almost always has a layer of other conditions protecting it; burn, poison, cripple, chill, it seems the condition removal procs and active removal is always in the habit of removing something less threatening to me, and that is the problem. And even if it does succeed, it was hit or miss. Furthermore the active condition removal skills tend to not be instant in the same way stun breaks are which kind of defeats the purpose with immobilize if your character has to stick his arm in the air for 3/4 a second to purge a condition. In its current form, immobilize accomplishes the same job as stuns while avoiding counters like stun has in the way of “Stun breakers.” There is no “Immobilize breaker”. That’s my problem. I’d ideally have at least one method to guarantee the instant removal of an immobilize now and then. I’d like to see in the future direct counters added for immobilize, just as there are direct counters to stun. And these kinds of skills should be made more available to the classes where evading is more emphasized than others.

Dathaul, 80 Melee Ranger
Ferguson’s Crossing server.

(edited by Detharos.3157)

Changes to immobilize

in Profession Balance

Posted by: BobbyT.7192

BobbyT.7192

There are immobilize breakers on those classes, whether they bring those skills is another issue, but you can’t say there are no counters

Changes to immobilize

in Profession Balance

Posted by: Sizer.5632

Sizer.5632

There was a huge thread about this some time ago. To sum up the thread a lot of people agreed and thought combat based on dodging shouldnt have stacking roots, and a lot of people disagreed and said there are enough cleanses to deal with it if you “l2p and spec correctly”. But most agreed that changing them to stack was just plain dumb.

And yes there are actually immobilize/cripple/chill breaking abilities but each class usually only has 1-2 of them that normally dont fit into usual builds, like the ele one is only on staff while in air attunement so if you use a different weapon set youre screwed.

Borolis Pass – [TOVL]
Aeneaaa – 80 engineer
Aeeneaa – 80 Ele

Changes to immobilize

in Profession Balance

Posted by: roamzero.9486

roamzero.9486

Any profession that can take a -33% trait can combo that with melandru/lemongrass to get near complete immunity.

The only changes to immobilize that are needed is priority removal and allowing you to mouse turn your character while under its effects.

Changes to immobilize

in Profession Balance

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Thieves actually have two immobilize-breakers. Guaranteed effectiveness, in fact, as they explicitly remove Cripple, Chill, and Immobilize and no other conditions (well, Roll for Initiative removes Fear due to being a stunbreak). This isn’t including the shadowsteps they have that move them regardless.

Warriors can trait for every movement skill to be an immobilize break, they just frequently don’t bother because of how good Dogged March + Cleansing Ire is.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Changes to immobilize

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Posted by: katniss.6735

katniss.6735

It should be 3s base, with 4s with full boon duration gear/spec, and shouldn’t stack.

Immobilize is one of the reasons I don’t play as much anymore. It just caries an 1> vs 1 scenario. As it is now I’ll have to have mist form up, at least 1 dodge available, water attunement up, and lightning flash to get away after. Usually swapping into earth for protection, then air for ride the lightning. It’s so much work because the immob is something like 8s. It’s just dumb right now. Almost every warrior is using immob on cripple.

Top 4 OP things in WvW right now:
1. Immobilize stacking
2. Crit damage
3. Movement imbalances (class vs class based)
4. Conditions spamming (for me, this is mostly confusion that gets old fast)

For #3 I’m okay with thief being the fastest class, but they have about an 80% uptime on a 900 range teleport that goes to way more places than blink and lightning flash do. As for warriors, tune it down. Tune everything in warriors down. You’re basically telling everyone to play warriors with how they perform. I don’t play one because 1, I don’t want to be a part of that cheese, and 2, I just play ele’ anyway.

Server: Maguuma – Leafy Lass – Elementalist (WvW)
Guild: Bill Murray [Bill]/ [DERP]
twitch.tv/mlgw2

Changes to immobilize

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Posted by: Simonoly.4352

Simonoly.4352

Immobilise stacking should have never ever happened. A stackable source of CC that can be guaranteed to succeed due to its sharing of removal priority with every other condition in the game (unless you are playing a class with designated immobilise removal) is ridiculous. It’s preposterous how easy it is to permanently root people now. It was reduced to 3 stacks from 5, but honestly that makes no difference. As long as the first applied stack has finished its duration you can then re-apply another stack along with covering conditions to ruin people. I’ve exploited this before with my Mesmer using Chaotic Interruption, plus Illusionary leap on a Necromancer. It was pretty disgusting.

Gandara

Changes to immobilize

in Profession Balance

Posted by: coglin.1867

coglin.1867

It should be 3s base, with 4s with full boon duration gear/spec, and shouldn’t stack.

Immobilize is one of the reasons I don’t play as much anymore. It just caries an 1> vs 1 scenario. As it is now I’ll have to have mist form up, at least 1 dodge available, water attunement up, and lightning flash to get away after. Usually swapping into earth for protection, then air for ride the lightning. It’s so much work because the immob is something like 8s. It’s just dumb right now. Almost every warrior is using immob on cripple.

Top 4 OP things in WvW right now:
1. Immobilize stacking
2. Crit damage
3. Movement imbalances (class vs class based)
4. Conditions spamming (for me, this is mostly confusion that gets old fast)

For #3 I’m okay with thief being the fastest class, but they have about an 80% uptime on a 900 range teleport that goes to way more places than blink and lightning flash do. As for warriors, tune it down. Tune everything in warriors down. You’re basically telling everyone to play warriors with how they perform. I don’t play one because 1, I don’t want to be a part of that cheese, and 2, I just play ele’ anyway.

Why would you say condition spamming, but your okay with AoE direct damage spamming, AoE knock back spamming, AoE and AoE stun spamming? Those do much more damage then condition spamming and make you more vulnerable to further damage.

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

Changes to immobilize

in Profession Balance

Posted by: pmnt.4067

pmnt.4067

I think that Immobilise (and Fear for that matter) should be CC effects and not conditions.

Pro:
+ Immobilise and Fear won’t profit from condi-duration
+ stun breakers work on immobilise
+ they are not stackable, multiple Fears/Immobilises at the same time will be wasted
+ stability would grant immobilise immunity as well

Contra:
- condi cleanses won’t work anymore for Fear/Immobilise

I can’t wait until ANet releases the game promoted in the manifesto.
Until that, I’ll play GW2.