:)
Chill and Immob are too strong.
:)
Chill is rare and short enough that it really isn’t too bad (except to eles, but then again everything hurts eles more than other classes), but immobilize should never have been made a stacking condition. Preventing dodges and any sort of movement is pretty darn close to a stun, and should be treated at least somewhat like one.
Again, worse to eles because range lock, and the fact that both our survival and a considerable amount of our utility (if Evasive Arcana is taken) depends on dodging frequently.
On a side note, has anyone else been immobilized mid dodge?
Seems like something that shouldn’t be a thing.
They don’t need any kind of nerf. The same way i die because of this conditions, i can kill enemies using them. If your main class can’t apply this conditions, it’s your fault for stick with only one character and do not give a chance for different professions.
They don’t need any kind of nerf. The same way i die because of this conditions, i can kill enemies using them. If your main class can’t apply this conditions, it’s your fault for stick with only one character and do not give a chance for different professions.
Every class can apply immob or chill. There are just other classes that can excessively spam it.
So what you’re saying is “Screw balance, just switch to other classes that can abuse them. Then you’ll have fun again.”
Yeaaaa, no.
:)
I disagree from the standpoint of a necromancer, ele, ranger, mesmer and warrior player.
Reason I do is honestly, In some cases immobilize and chill is the only thing that stops mobility and low CD specs from being insane. a good example is chilling a warrior. short from doing this, a warrior has the ability to keep a fighting advantage all throughout the fight if he doesn’t have something slowing him down. However, if he burns all his condi removal, this gives you some head room to get your bearings back. Yes, it is a disadvantage to him, but in most defense against this, the warrior had various options to deal with chill/immobilize inform of traits (See Cleansing Ire or if we speak of Immobilize, Mobile Strikes). there are so many options given to deal with chill even on other classes that they could have used to not interrupt their flow of play.
However, I will say this; Immobilize needs to be looked at to a high degree. As a necromancer player, this condition is both way too good to use and way to annoying to deal with. This is mostly because there is no real simple way of turning when someone gets immobilized. Since you can’t move forward, you are often sitting there while someone is violently hacking away at your back for extended periods (4s+ even without stacking immobilize in some cases) . In some cases I can understand how this can help certain classes also, but overall its feels like insanity that you cannot turn when immobilized in most cases. I dont think it needs a stunbreak because of this, however.
And for my stance on the ‘condi meta’, simply need to make some of the power specs more viable again. Problem nowadays is that some classes spike so hard while others can barely dent them. In most cases, if they pick condi they can still do damage while those spiking classes are invulnerable due to prior application and because many of the AOE skills are heavy handed into condi. But there is alot more to that topic than I can actually say for as a sort of ‘returning’ player. I will say that unless they create more diverse options for classes that are as strong as their condi options or better by a small amount, nothing will change because condi is application and tank. Its the truth.
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They don’t need any kind of nerf. The same way i die because of this conditions, i can kill enemies using them. If your main class can’t apply this conditions, it’s your fault for stick with only one character and do not give a chance for different professions.
Every class can apply immob or chill. There are just other classes that can excessively spam it.
So what you’re saying is “Screw balance, just switch to other classes that can abuse them. Then you’ll have fun again.”
Yeaaaa, no.
Well, at least he is honest about it. He holds a majority point of view. Most others will make up arguments why the OP is ‘wrong’ to protect their edge.
Balance is not necessarily something to strive for commercially. Watch the dev streams and see how disconnected it is from the whole ‘collaborative development’ thing.
1- Immob IS NOT a stun, because one can still use it’s abilities
2- All class should have at least one possibility to deal with Immob, cripple and freeze (war, warhorn; ele, staff… Other, don’t know) so if immob is a problem, everyone should have a way to counter it…
Yep, it demands sacrifice… as does condi cleanse and stun break… but this game is about taking decisions…
tl;dr
we do not need less immob, but more ways to deal with it…
Chill i personally think is okay, No one really has enough access to it to really it a game winner. Immbo on the other hand is simply broken. They really need to add Diminishing Returns to this game for CC and Immbo.
I kind of feel like if we keep nerfing each thing that seems too effective eventually we will just be auto-attacking each other to death.
I kind of feel like if we keep nerfing each thing that seems too effective eventually we will just be auto-attacking each other to death.
You’ve never been immob’ed for 8 seconds, have you? This isn’t ‘too effective’. This is broken.
Your statement is wack.
:)
“Chill seriously throws off gameplay…”
…yeah. It does. That’s what it’s designed to do. I’m not sure what the disconnect is here. It’s a disruption condition that makes some classes actually viable when they’d otherwise have no way of dealing with low-CD professions…
Stacking immobilization, however, is a little crazy.
I kind of feel like if we keep nerfing each thing that seems too effective eventually we will just be auto-attacking each other to death.
You’ve never been immob’ed for 8 seconds, have you? This isn’t ‘too effective’. This is broken.
Your statement is wack.
Yeah, I was responding to the chill more than the immobilize.
“Chill seriously throws off gameplay…”
…yeah. It does. That’s what it’s designed to do. I’m not sure what the disconnect is here. It’s a disruption condition that makes some classes actually viable when they’d otherwise have no way of dealing with low-CD professions…
Stacking immobilization, however, is a little crazy.
Except chill completely destroys high-cd professions. It literally guts them and eats their heart for an appetizer..
If chill didn’t affect skills that cleanse conditions, then we would see some nice middle ground. Chill could still shut down the low-cd professions and not completely gut the high-cd professions. Could you agree on such a change? If not, why?
:)
I haven’t read any of the above posts besides OP so I will just give my opinion, sorry if what I say has already been said.
Chill is a fairly rare condition to apply, and is therefore strong. The only exception is Elementalists but they have such a disadvantage at the moment compared to other classes that any nerf to them is unwarranted.
Immobalize? Should not stack honestly it is ridiculous. If the condition were to overwrite the previous application of immobalize however….. It would be OK.
BUT!!! We would have to TEST this first before rashly implementing it.
Chill is okay because as others have said it’s relatively rare and most of its direct application is confined to Elementalists and Necromancers which seems fitting for these classes.
However, you are correct with immobilise. In its current stackable form, Immobilise is far too strong. The fact that you can prevent its removal by simply smothering it with other condis makes it far more powerful than stun or daze. The way in which immobilise stacking works makes it very easy to still permanently root someone. It’s kind of ridiculous.
Immobilise stacking should be removed in the next feature patch. It’s detrimental for the game.
Chill is a fairly rare condition to apply, and is therefore strong. The only exception is Elementalists but they have such a disadvantage at the moment compared to other classes that any nerf to them is unwarranted.
You don’t have a necro right? Spinal Shivers + Spectral Grasp + Dark Path + Chill of Death = 24s of chill. But still a class not even close to Thief, Mesmer and Warrior. Which btw none of them apply chill.
Immob is ok too, my previous P/D thief could stack 12s of immob, or reaply it 6 times (4 body shots + devourer venom). Now tell me how many thieves waste all their initiative doing it?
tl;dr: L2P
Chill is a fairly rare condition to apply, and is therefore strong. The only exception is Elementalists but they have such a disadvantage at the moment compared to other classes that any nerf to them is unwarranted.
You don’t have a necro right? Spinal Shivers + Spectral Grasp + Dark Path + Chill of Death = 24s of chill. But still a class not even close to Thief, Mesmer and Warrior. Which btw none of them apply chill.
Immob is ok too, my previous P/D thief could stack 12s of immob, or reaply it 6 times (4 body shots + devourer venom). Now tell me how many thieves waste all their initiative doing it?
tl;dr: L2P
I apologize I forgot about Necromancers. And yes I do play a Necromancer but not lately.
I forget what do Necromancers do again? Conditions right? They have access to many conditions as well as manipulations of conditions on self and enemies. Why not Chill? Makes sense for them to have access to Chill right? Oh right you are comparing the fact that Chill is a strong condition with the fact that, in your opinion, Necromancers are weak right? Who said they were weak, you? From what you are saying, that is nothing really, I would think that you don’t have much actual input on any issues being brought up.
Thief, Warrior, and Mesmer all have access to Immobilize, with Mesmer and Warrior having access to stuns as well. But Chill not only slows an opponent down, but also slows down any skills on cooldown. In case you didn’t know.
Also plenty of thiefs will waste initiative on immobilize to keep their opponent in place while they deliver killing blows. “But why don’t you use a condition cleanse? L2P”
In case you didn’t know Thiefs can spam their skills thanks to their class mechanic. All a thief has to do is wait for an opponent to use their skills and kill them once all their utilities are on cooldown.
Also as a final point my necromancer actually specialized in applying Chill to maximize chance of hitting opponents at melee distance with small chance of retaliation.
Chillomancers can be annoying, but generally speaking, they rely on easy-to-dodge skills to have that kind of effect.
Spinal Shivers: 1.25 second cast. Easy to avoid if you’re paying attention, and similarly easy to predict (they will try to use it when you have 3 or more boons).
Spectral Grasp: short cast, but a high-arc, medium speed projectile. Noticeable and easy to stop. Also unreliable as heck on the pull.
Dark Path: 3/4 second cast, but if you are at 800+ range from the necro, you can actually outrun the projectile (it just barely moves faster than a player with Swiftness). Shortest cooldown of any chill inflicting skill the necro has, and also unblockable. Keep in mind that projectile reflection and Guardian bubbles (all three kinds) don’t stop it.
Chillblains: hardest to dodge, but more because it has a similar animation to Mark of Blood than being really difficult.
Agree with Immob stacking being to over the top but chill is fine it is rare. Just because ele and necro have good access to it doesn’t mean it’s not rare. That would be every class having good access to it or deleting 6 classes and everyone only played necro and ele.
I think immob stacking was just reduced to 5 stacks max but the issue there is someone decent can wait to re-immob when a couple stacks wear off. That is actually what happens with out much though.
The old Immob system was much better.
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}
Chillomancers can be annoying, but generally speaking, they rely on easy-to-dodge skills to have that kind of effect.
I’m not sure I agree with that assessment there. Dark path is a 1200 range, homing, and unblockable attack. Like you said, it’s a non-projectile so absorbing it is out, too.
Chilblains.. marks in general are extremely accurate and responsive as far as 1200 range AoE goes.
Chill of Death (Spite X). This is completely un-preventable, if you drop below 50% HP, then the next successful attack will strip 3 boons, deal significant damage, and chill for 5s base. (lol when you proc this in Lich form at the same time as Deathly Claws, in a non-meta power build)
In a Meta condimancer build (30/20/0/0/20) with Nightmare runes… Chilblains -> Dark Path on an enemy below -50% health, proccing Chill of Death, that’s an 19.6 second Chill when you factor 40% condition duration.
The cooldown on dark path is 15/12.75s, untraited and traited respectively, Chill of Death is a 20s cooldown, and Chilblains is 20 second cooldown.
This is just a freaking’ metric ton of chill. In the Meta build, Dark Path chill is a 54.9% uptime (7s chill, 12.75s CD), Chill of Death chill is a potential 35% uptime of chill if an enemy is below the threshhold (7s chill, 20s CD), and Chilblains chill is a 28% uptime (5.6s chill, 20s CD)
Every Meta 30/20/0/0/20 Necro is a chill-o-mancer, haha.
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Dark Path is easy to dodge and is quite possible to just outrun if you had some range. Other methods of stopping it don’t tend to work, though (I think Swirling Winds and smoke fields still work on stopping it).
Chill of Death is the one method I didn’t mention, and I agree that it is overall unavoidable. It is, however, predictable.
Chill is rare and short enough that it really isn’t too bad (except to eles, but then again everything hurts eles more than other classes), but immobilize should never have been made a stacking condition. Preventing dodges and any sort of movement is pretty darn close to a stun, and should be treated at least somewhat like one.
Again, worse to eles because range lock, and the fact that both our survival and a considerable amount of our utility (if Evasive Arcana is taken) depends on dodging frequently.On a side note, has anyone else been immobilized mid dodge?
Seems like something that shouldn’t be a thing.
you can still dodge during immob, the “evaded” part of dodging works, however you cannot move outside the pixel you got bound to.
edit; Dont forget ranger pets with Malicious training. You can dish out loads of chill, most of it are longer then 6 seconds.
Currently @ some T1 server in EU
Chill is a fairly rare condition to apply, and is therefore strong. The only exception is Elementalists but they have such a disadvantage at the moment compared to other classes that any nerf to them is unwarranted.
You don’t have a necro right? Spinal Shivers + Spectral Grasp + Dark Path + Chill of Death = 24s of chill. But still a class not even close to Thief, Mesmer and Warrior. Which btw none of them apply chill.
Immob is ok too, my previous P/D thief could stack 12s of immob, or reaply it 6 times (4 body shots + devourer venom). Now tell me how many thieves waste all their initiative doing it?
tl;dr: L2P
Spectral Grasp and Dark Path are insanely bugged. They can even miss if you are directly in front of them…
No one would use ALL of there Chill skills at the same time, that would be beyond stupid. They would space them out. Thief also has access to i think 5 second skill from stealing from elementalists, so they DO have access to Chill.
Then you get onto Sigils, runes and such EVERY class has access to it – if they want it. Immbo, is far from fine. It should NOT stack and the only ones that would say otherwise are those that know there build relies on it SO much that if it was fixed it would ruin there build.
thief has ice drake venom that applies 3x 1 second (base), 4x if traited.
This venom can again be shared with 4 other players through venomous aura allowing for a total of 5×4×1 – total is 20 seconds chill if all focus same target.
Currently @ some T1 server in EU
Chill seems alright because there isnt a ton of it available and its usually on a decent cd (chill of death on necros is just silly, but it otherwise seems like that class should have a lot of chills anyway).
Immobs are worse since like half the classes in the game entirely rely on movement and dodging to survive. Granted its not the best spec in game right now, but my rifle engy can get a 2s immob on a 8s cd, compared to a 30s cd on a staff eles root break and then only with one specific weapon set. Way too much especially since +100% condi duration is easy to get to in wvw and even 40-50% is doable in spvp
Aeneaaa – 80 engineer
Aeeneaa – 80 Ele
“Chill seriously throws off gameplay…”
…yeah. It does. That’s what it’s designed to do. I’m not sure what the disconnect is here. It’s a disruption condition that makes some classes actually viable when they’d otherwise have no way of dealing with low-CD professions…
Stacking immobilization, however, is a little crazy.
Exactly, I find chill is a great mechanic the way it is but immob is just broken. And literally everyone runs the same food to counter the immob/chills which is pretty lame, no diversity.
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Chill is rare and short enough that it really isn’t too bad (except to eles, but then again everything hurts eles more than other classes), but immobilize should never have been made a stacking condition. Preventing dodges and any sort of movement is pretty darn close to a stun, and should be treated at least somewhat like one.
Again, worse to eles because range lock, and the fact that both our survival and a considerable amount of our utility (if Evasive Arcana is taken) depends on dodging frequently.On a side note, has anyone else been immobilized mid dodge?
Seems like something that shouldn’t be a thing.you can still dodge during immob, the “evaded” part of dodging works, however you cannot move outside the pixel you got bound to.
edit; Dont forget ranger pets with Malicious training. You can dish out loads of chill, most of it are longer then 6 seconds.
No, I mean literally mid-dodge immobilize will appear on my bar. I will be in motion when it appears, and continue to move until the dodge ends, at which point I stop being able to move.
The immobilize stacking is too much, I agree. It would be alright if stability and/or stun breakers would cancel it. Since that is not the case, they should revert it. Way too strong currently.
Chill should be changed slightly.
- Chill
Reduces movement speed by 33% and skill recharge by 66%. Stacks in duration. (doesn’t affect elementalist attunement recharge rate)
It’s like Crippled on steroids and makes it seem pitiful in comparison. Which of the two sound severely movement hampering, Crippled or Chilled?
Let Crippled be the main movement reducing condition and Chilled be second in that category I say. Yay or nay?
Nay.
i strongly disagree, because they are extremely weak,
chills are way too short to have any impact on a dungeon or fractal fight, immobilize is single target and bosses practically immune to it due to defiant and unshakable.
if anything should be done, is that immobilize and chilled should be extended
( actually doubled in the basic duration) to be meaningful.
also, what is this “prevalent condi meta” you are talking about?
nobody want conditions in their dungeon, you cant even use them in ANet latest event ( the knights…) half of the fight.
also, there are many wrong things in this game, one of them is sPvP balance forcing itself and hindering the rest of the game.
I agree that immobilize is too powerful right now (due to stacking), but not that chill is. Chill is a relatively rare condition with a mostly short duration.
The former, however, needs to be toned down; immobilizing stacking reverted.
1- Immob IS NOT a stun, because one can still use it’s abilities
2- All class should have at least one possibility to deal with Immob, cripple and freeze (war, warhorn; ele, staff… Other, don’t know) so if immob is a problem, everyone should have a way to counter it…
Yep, it demands sacrifice… as does condi cleanse and stun break… but this game is about taking decisions…tl;dr
we do not need less immob, but more ways to deal with it…
To be fair, there are a lot of stun breaking skills that have a useful active… Condition cleanse skills (this includes imob clense) are usually a randomized so no control over what condi you remove. and the skills are strictly designed to deal with conditions and are not taken for any other reason since they are rarely useful for anything else.
Also I’m not sure if it’s a fair argument to say “player A needs to sacrifice damage potential to counter something that player B naturally (or passively) resists without giving up anything.”
More on topic:
I agree with imob needing a look at, but I think chill is fine… Maybe a cripple sigil would be better balanced than hydromancy but I don’t think it’s broken or overly spammed.
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(edited by Daishi.6027)
Both are pretty insane.
From an elementalist point of view, chill is just devastating, especially since it effects atunements.
Immobility can generally spell death, and with the duration increases, i’m finding unless I run lemongrass + geomancers freedom i’ll almost always get stuck every few seconds eating huge damage and not being able to do a thing about it. When you’re a low armour and low hp class and some warrior has landed a 6 second root on you it’s not going to turn out too well, and the fact he can drop that root every 7 seconds….
It should be a maximum 2 second duration and not stacking.
i strongly disagree, because they are extremely weak,
chills are way too short to have any impact on a dungeon or fractal fight, immobilize is single target and bosses practically immune to it due to defiant and unshakable.if anything should be done, is that immobilize and chilled should be extended
( actually doubled in the basic duration) to be meaningful.also, what is this “prevalent condi meta” you are talking about?
nobody want conditions in their dungeon, you cant even use them in ANet latest event ( the knights…) half of the fight.also, there are many wrong things in this game, one of them is sPvP balance forcing itself and hindering the rest of the game.
I think OP is talking about SPvP, not PvE. In PvE they are fine, sure. PvP is a whole other monster.
Chill i personally think is okay, No one really has enough access to it to really it a game winner. Immbo on the other hand is simply broken. They really need to add Diminishing Returns to this game for CC and Immbo.
my ranger ( 50% condition duration increased in wvw):
4,5sec chill every 10 seconds on weapon swap
4,5sec chill every 10 seconds on winters bite
4,5sec chill every 20 seconds on chilling slash ( F2 skill owl ) with malicious training traited
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Maybe we should look at, what chill and immobilize where intended to do. The intention was heavy control conditions.
Chill was intended to be a stronger version of cripple and it does exactly that. So i dont think chill needs to be changed (though the effect on ele attunments should be the same as to weapon swaps. Ether increase the cd of both or dont let it effect them at all).
Immobilize however i would argue is the strongest form of any cc at the moment in this game. Yes you can use skills while immobilized but you cannot dodge and unlike stuns/fear it is not easy to get rid of. On top you can stack it 3 times and protect it with other conditions.
If we consider all this i think immobilize ether needs a change or become much rarer and shorter (3sec base immobilizes are brutal).
However some professions are meant to excel at immob, and if you take that away without seriously buffing something else, you make several builds unviable.
Take rangers, who are arguably one of the best, if not the best at quickly stacking massive amounts of immob, most of it are also AOE skills. If you remove that, then one of the few builds viable to them in GvG/zerg v zerg in WvW will be gone. Thus a profession that is already not in the best of spots would be severely hurt.
Immob/chill is also one of the few things rangers need in order to make pets reliable. If you take away the CC aspect then Anet must actually redesign the pet AI or remove the profession, because without slowing the enemy down, the already abysmally bad hit-to-miss ratio on pets will be a hundred times worse.
Instead of nerfing the conditions themselves, they should fix the professions most hurt by them, that means;
On demand immob, chill and cripple cleanse for Rangers, Elementalist and Thief (thief got one, but once they use it, they are too easy to kill). This effect can just be added to some random stunbreaker. No matter how bad the skill, if you have a re-occurring issue, you should take whatever option you have at hand.
Make profession mechanics unaffected by conditions (Chill no longer increases attunement swap, bursting CD, pet swap, Steal CD)
Currently @ some T1 server in EU
No way. If ANet should nerf something, nerf the damage on conditions not CCs like immobalize and chill. as a ranger only main with 48% win rate in solo tpvp this is my only way of kiting an imbalance hambow healing signet build warrior, phantasmal mesmer, burst thieves, guards, and condi necro meta. yeah as a ranger i can stack immobalize from pet and 8s chill from pet, but everyone in this game can close gap easy. immobalize and chill shouldnt even be that big of a problem really.
Chill and immob aren’t too much for some classes to handle. But this https://forum-en.gw2archive.eu/forum/professions/balance/PvX-Change-how-Chill-interacts-with-Ele/page/4#post3702716
That thread is 3k views worth of good reasons why ele’s should be affected differently by chill.
https://www.youtube.com/user/GW2FearGaming
Thief (thief got one, but once they use it, they are too easy to kill).
Two, actually. Withdraw and Roll For Initiative both remove cripple, chill, and immobilize as well as proved evade frames. One is even on a short cooldown (shortest of all healing skills).
That said, Lightning Reflexes is one of those skills that just feels like it should break immobilize as well. Some of the other stunbreakers feel the same way. I would suggest that teleport/shadowstep stunbreakers not remove immobilize, though, since that movement ignores the condition.
thief has ice drake venom that applies 3x 1 second (base), 4x if traited.
This venom can again be shared with 4 other players through venomous aura allowing for a total of 5×4×1 – total is 20 seconds chill if all focus same target.
well if five people are focusing down one player, the chill just sort of adds insult to injury really.. otherwise it’s 4secs of chill on a 36:45 second cooldown, and i think that is pretty approachable
Thief (thief got one, but once they use it, they are too easy to kill).
Two, actually. Withdraw and Roll For Initiative both remove cripple, chill, and immobilize as well as proved evade frames. One is even on a short cooldown (shortest of all healing skills).
That said, Lightning Reflexes is one of those skills that just feels like it should break immobilize as well. Some of the other stunbreakers feel the same way. I would suggest that teleport/shadowstep stunbreakers not remove immobilize, though, since that movement ignores the condition.
Signet of Malice is actually the shortest of all healing skills with signit use! 12second cooldown.
Every procession had alternate skills and traits that very specifically limit or void these all together. Main problem is that the OP just spews claims out there as if it means something, andmnever even attempted to offer an actual fact.
These balance forums are getting ridiculous. Every poster who makes a thread starts off with “I think” in the first sentence, and two lines later is acting as if what they are saying is suddenly an actual fact.
I see nothing wrong with chill, cripple, or immobilize, and feel that most of the complaints on them or extremely poorly thought out.
https://www.youtube.com/watch?v=6q3em9s5I4c
Every procession had alternate skills and traits that very specifically limit or void these all together. Main problem is that the OP just spews claims out there as if it means something, andmnever even attempted to offer an actual fact.
Can you please tell me what my ranger has to “specifically limit or void” chill and immobilise? One that is not tied to my dead pet on a 60 seconds CD and that is just a general and very conditionnal condi removal?
Not all profession has abilities that targets chill, cripple and immob… thought they should hall have…
(don’t know enough the other professions – war, staff ele and thief are the only one that I know have abilities that target those condis)
Every procession had alternate skills and traits that very specifically limit or void these all together. Main problem is that the OP just spews claims out there as if it means something, andmnever even attempted to offer an actual fact.
Can you please tell me what my ranger has to “specifically limit or void” chill and immobilise? One that is not tied to my dead pet on a 60 seconds CD and that is just a general and very conditionnal condi removal?
Not all profession has abilities that targets chill, cripple and immob… thought they should hall have…
(don’t know enough the other professions – war, staff ele and thief are the only one that I know have abilities that target those condis)
Engineers also have a trait similar to Dogged March, but it doesn’t grant Regneration.
Theses aren’t a problem in PvE.
But I don’t get players nowadays. Direct damage is too strong. Conditions are too strong.
Everyone should hit like a wet noodle and wear wear full cleric with 10/0/30/30/0 traits.
Hyperbole this. Hyperbole that.
Anyways, this can only be an issue in PvP environments where you might get focused down. In that case, stacking duration is working like it should.
Immobilize doesn’t happen enough when you have players carrying a variety of weapons and utilities. When you start seeing the same/similar builds using specific traits/weapons/utilities (i.e. Hammer Guards/Warriors or Chillmancers) consistently, yeah there’s an issue with that.
But as with having variety in a game such as this you can deal with them, though condition cleanse, traits and utilities. They don’t need to be nerfed as there are already substantial counters to them.
Immob should be way higher on the condition removal priority list, that’d fix most of the issues.
Plays every class though :>
The Dynasty Warriors [DW] – Far Shiverpeaks
Immob should be way higher on the condition removal priority list, that’d fix most of the issues.
Condition removal priority is always the most recently applied.
There needs to be some way to at least slow down those war/guard hammer trains, chill and immob are it as they have high uptime on stability(well played hammer trains 100%).
Does chill change thief initiative regeneration? If not, it most certainly should, and yes it wrecks Eles, but someone didnt do their job right here, there is no way attunement swapping should be influenced by chill. Chill from what i can see is meant to slow down skill use speed, not weapon swaps.
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[tRex]
Immobilize punishes melee classes and this game is too weighted towards melee currently. The last thing you want to do is nerf it.
Chill is similarly hurts the guardian/warrior and is necessary in the current meta.
There should be more CC to stop melee, not less.