(edited by DejaVu.9825)
Stability = OP
they will reduce boon durations i think
8 seconds of basic stability are still too many
I do not feel there is anything wrong with stability as it is now. Stability does not ignore all control effects. As well, boon stripping is a counter to stability anyway. Strip boons > Stability > CC
https://www.youtube.com/watch?v=6q3em9s5I4c
(edited by coglin.1867)
What? Stability makes you immune to all CC.
Look at the warrior as much stability using…
What? Stability makes you immune to all CC.
Look at the warrior as much stability using…
CC conditions still work through stability (except Fear)
We work conditions, but no CC, making the game too easy.
Game mechanics:
Direct damage
Condition
CC
Dodge
Stability denies much for the CC, and then simplifies the fight, not to mention that certain professions have 10000 more stability 2.
I don’t really see the problem. Granted, overall access to Stability is much too abundant.
Changes such as Engineer Elixir B, while helpful to the balance on a micro-level, really don’t help the game as a whole. It needs less stability, especially if it’s not self-only.
It’s one thing if Warriors had it as a class-boon, really. As long as all but say one elite is self-only, that just means Warriors are hard to CC (and should in turn be vulnerable to Chill especially). But the way it is right now, everyone is hard to CC. All the time!
To much CC makes game to easy to.
To much CC makes game to easy to.
So the game would become poor gameplay.
The skill of the player is dodging damage, effects, and CC, Stability denies one of these three things, but not for a few seconds to several (6-8), not to mention that in WvW with the right foods and build… stability is never ending.
But you do not realize that it is the most powerful boon of the game? There should not be any boon equal? Now who does not use stability is forced to use distorsion or invisibility, the game revolves around those… it’s too limiting.
To much CC makes game to easy to.
True, and there’s way too much CC.
But then, a lot of GW2 – or really, most MMOs – has too much of too much.
In GW2 specificially, I think Conditions (all of them), Boons (all) and CC (all except maybe Knockback) should be much much more rare and much much more powerful.
Getting poisoned should be a serious issue. Minor damage and 90%-95% loss of any healing. And not easy to get rid of at all. On the other hand, you should be somewhat sure that you’ll see the condition once a minute for a few seconds at most. At a crucial moment it’ll ruin your heal and bring you down.
Without stability CC is op. Without dodge, aegis, prot etc direct dmg is op. Without condi clean condi is op…
Just the WvW
R3200+
Let’s put this another way. Repeated CC is OP. With warriors able to chain it together so often, everyone runs out of evades and stability is the counter.
You want less stability access? Reduce CC proliferation first.
Not I ask of remove, I ask only of do so last 3-4 seconds, in way from have to use at the time correct, and punish whoever the spam.
I think warriors should have less access to stability. It’s ridiculous they gave them the best cc and the most stability.
I think stability should be intensity like Defiance for mobs. Like.. Balance stance could give 10 seconds of 2-3 stability. Each CC would remove one stack, that way if you’re heavy on cc or your team members are trying to cc a guy stomping someone he can’t /lolIWinCuzWarriorStability>You, you’ll still be able to stop him. I just think there would be more play to it if stability was an intensity+duration.
Warlord Sikari (80 Scrapper)
I’ve thought about this as well, how stability ignores a large part of dueling. One thing I thought of was making stability work in the same way as fury where it doesn’t grant 100% of the effect but it lets you focus stats elsewhere. For example:
1) For every 50 armor you have, you gain 1% reduction in disabled time.
2) Stability grants 50% reduction in stun time versus 100%.
Goal: Give those who spec for toughness a bigger advantage. Right now, spec’ing for toughness gear is futile unless you get a considerable amount of it since conditions ignore it, and with the outrageous crit damage capabilities. Reason why the disable duration should scale off armor instead of toughness is heavy armor professions should have a more solid stance since they generally play frontline or up front builds and are generally balanced on mitigating damage.
As far as builds go, you can go full zerker on say a warrior or guardian but the loss in armor will not make stability a full on cc immunity. With this formula you would need atleast 2,500 armor with stability to ignore cc effects. However, those with + stun duration (sigil of penalization, traits), can surpass this.
Basically the idea is to further reward toughness as a defensive stat, where even without stability you have a reduction in disable time but to also not allow mechanics to completely negate others by the press of a button because like the OP, I too believe stability is a bit too strong.
This also ties into another thought that I’ve had which seemed a bit unbalanced, and that is stun locking. I think its great that people can time their skills together (talking wvw roaming mostly), but the complete destruction from the inability to respond is heartbreaking especially for classes that do not have stability. You also have people with stun lock builds who will just spam them all at once, turning a standard duel into a button smash with little to no skill to show for it other than that their build is entirely annoying. I suggest 1 simple solution.
1). When targeted by 3 disable effects in a row, within 1.5 seconds of one another, you gain immunity to disable skills for 2 seconds. This does not break stun, and this is a profession wide effect.
Goal: Reward spaced out stuns, and trash those who spam such skills. Also makes you choose wisely which disable you want to use, because repeated effects will just ignore the rest for 2 seconds no matter how long of a duration it has.
break. I feel like they should be back by now..”
(edited by NinjaEd.3946)
Make it last a maximum of 3 seconds, it is more than enough.
It should be redesigned to a stack based system imho.
Skills apply x stacks for y seconds. Incoming disables take a stack off the stability with the shortest remaining duration. Basically, it won’t help you to charge straight through 20 stacked static fields, but it will still stop that back breaker from breaking your back.
With this, traits and skills could be redesigned completely.
All those plague, tornado, etc grant 3 stacks of stabi every 3 seconds for their duration.
Foot in the grave, for example, can now apply a single stack of stability for 10 seconds, so the trait would allow you to have full uptime of a single stack of stability by toggling death shroud.
There can be lengthy single stacks and short burst full stacks.
The mob has spoken and the turrets shall be burnt at the stake.
I feel like simply making it so any Stun/Daze applied while you are already Stunned/Dazed is not actually applied, instead of just refreshing the Stun/Daze duration based on the new ability used. That way, players will have to more skillfully try to chain any CC, and it gives a window for an enemy to immediately dodge to evade a follow-up. Which leaves an option for the CC to anticipate the dodge, roll with it, and follow up with the CC afterwards instead of blowing it on the evasion.
None of this X stacks for Y seconds every Z seconds over A period of time business. It doesn’t need to be complex.
“He’s like a man with a fork in a world of soup.”
If anything Stability should be longer. We don’t need the only defensive skill against CC nerfed cause people can’t figure out how to play. Or look to see which boons are active on there opponents bar before they waste a CC skill. Hammer trains are already out of control. But sure lets nerf the counter so instead of a fair fight we have Hammer Warriors bashing there way through everything.
But over course People would rather QQ cause Stability Kept them from getting that loot bag.
Stability isn’t OP. Chain CCing/hammer trains are OP. Players should get temporary 1s Defiant on being hit with CC. This seems totally reasonable. If it weren’t for the fact that there are literally dozens of skills/utilities that are crowd control abilities and they can all be used on the same person at once, I would say that it is fine.
What’s worse is that some classes don’t even have access to reliable stability. Necros have a terrible trait that gives 3 seconds of it when you enter death shroud on a 9s cooldown. Thief only has stability in dagger storm and you can’t really do anything when you’re using that.
Guard, warrior, mesmer, ele, etc, all have access to long duration stability. It is not the frequency in which you gain stability, but the duration. To have a 20s stability on rampage as one means 20 seconds of immunity to control effects which is insane. Then there is warrior balanced stance which can be activated via a trait for 8 seconds on CC and then as a utility for another 8 seconds. assuming no boon duration. again, insane.
So, yes, stability is overpowered in the sense that some classes should not have access to 15+ seconds of stability while others are left with barely anything.
If stability is reduced, than CC such as fear also need to be reduced.
The problem is certain classes simply have to much access to it. Reduce that and it won’t be a problem. Warrior is a clear of example of a class that has WAY to much stability for example.
OK, then reduce the duration of stability and the duration of CC, eg. A maximum of 2 seconds?
OK, then reduce the duration of stability and the duration of CC, eg. A maximum of 2 seconds?
No. You don’t go and nerf something because a select few has TOO much access to it. Rather than nerfing the Boons you should be nerfing the access some classes has to it.
OK, then reduce the duration of stability and the duration of CC, eg. A maximum of 2 seconds?
No. You don’t go and nerf something because a select few has TOO much access to it. Rather than nerfing the Boons you should be nerfing the access some classes has to it.
i just think its crazy how warrior, class with most mobility, damage, cc, regen, sustain, blah blah blah, has the second highest amount of stability. like, what is even the counter to warriors? it’s so cheesy. they are like thieves in that they can run away and reset the fight and troll you forever. the balance/zerk stance need to have their durations cut in half and then put a 50% duration increase trait in some crappy trait line that hammer cheese warriors don’t use.
OK, then reduce the duration of stability and the duration of CC, eg. A maximum of 2 seconds?
No. You don’t go and nerf something because a select few has TOO much access to it. Rather than nerfing the Boons you should be nerfing the access some classes has to it.
The profession that abuses them the most is warrior, but abuses them because it lasts too.
like, what is even the counter to warriors? it’s so cheesy. they are like thieves in that they can run away and reset the fight and troll you forever.
The counter is knowing what they can do and avoiding the right things. Sort of how you counter any class.
They are nothing like Thieves, because they don’t ever break target and you can see everything they do coming in advance. It’s very far off from something like D/P Thief cheese. So very far.
“He’s like a man with a fork in a world of soup.”
like, what is even the counter to warriors? it’s so cheesy. they are like thieves in that they can run away and reset the fight and troll you forever.
The counter is knowing what they can do and avoiding the right things. Sort of how you counter any class.
They are nothing like Thieves, because they don’t ever break target and you can see everything they do coming in advance. It’s very far off from something like D/P Thief cheese. So very far.
Don’t really like the word tbh, idg where people even come up with these terms but either way, cheese is cheese and a mobility warrior is apart of that. Almost all warrior builds these days are, “cheese”.
break. I feel like they should be back by now..”
@OP Stability became a lot weaker when Immobilize became a condition. Its fine IMO.
Space Marine Z [GLTY]
Corrupt Boon, Bountiful Theft, Null Field, Sigil of Nullification, Mind Stab, Larcenous Strike – they all rip boons, some better then others, but they all do it. Capitalize on that.
Currently @ some T1 server in EU
Corrupt Boon, Bountiful Theft, Null Field, Sigil of Nullification, Mind Stab, Larcenous Strike – they all rip boons, some better then others, but they all do it. Capitalize on that.
helps against a gigablob of 40 stacked heavies…
This game got some seriously good counters to large groups with all those wall type skills, yet nothing to stop boons on a large scale from going bonkers, while stability makes all those wall skills nearly useless.
The mob has spoken and the turrets shall be burnt at the stake.
The problem is certain classes simply have to much access to it. Reduce that and it won’t be a problem. Warrior is a clear of example of a class that has WAY to much stability for example.
Let’s not use the warrior as our example for nerfing any boon across the board. We all know Warrior is out of balance
Let’s not use the warrior as our example for nerfing any boon across the board. We all know Warrior is out of balance
Thats my point. Don’t nerf the Boon. Nerf the insane access some classes have.
Let’s not use the warrior as our example for nerfing any boon across the board. We all know Warrior is out of balance
Thats my point. Don’t nerf the Boon. Nerf the insane access some classes have.
+ 1 sorry if I miss understood what you where saying
I think this is true, for sure. I think every class should have some skill based access to stability, but I don’t think it’s cool that you can pop short codown skills or something simple and end up with party stability or long duration stability. There is generally too much of it.
Perhaps stability should be nerfed and CC duration should too.
Problem, as usual is that the warriorbhas great acess to both stability and massive cc skills. Nerfing neither cc or stability is the answer however.
CC duration in this game, I find, is relatively short. The prevalence of Stun Breakers is also high compared to the amount of CC in the game and its duration.
However, I have a hard time commenting on Stability because, as a Necro, I feel like I’m in the best position of all the classes to deal with it, between Spinal Shivers, Chill of Death, Corrupt Boon, and if I want, Well of Corruption. I’m inclined to say it isn’t in that bad of a place, but maybe it could use some tuning.
“He’s like a man with a fork in a world of soup.”
Only thing that is OP is skills that have BOTH Stability AND Stun Break, IMO.
Only thing that is OP is skills that have BOTH Stability AND Stun Break, IMO.
No one would equip a skill that only removes a stun and not an immob.
Space Marine Z [GLTY]
CC duration in this game, I find, is relatively short. The prevalence of Stun Breakers is also high compared to the amount of CC in the game and its duration.
However, I have a hard time commenting on Stability because, as a Necro, I feel like I’m in the best position of all the classes to deal with it, between Spinal Shivers, Chill of Death, Corrupt Boon, and if I want, Well of Corruption. I’m inclined to say it isn’t in that bad of a place, but maybe it could use some tuning.
In a game that aims to be E-sports already 2 seconds of CC are too.
Stability is the boon most powerful, all the professions they should have stability. But not may persist 8 seconds.
CC duration in this game, I find, is relatively short. The prevalence of Stun Breakers is also high compared to the amount of CC in the game and its duration.
However, I have a hard time commenting on Stability because, as a Necro, I feel like I’m in the best position of all the classes to deal with it, between Spinal Shivers, Chill of Death, Corrupt Boon, and if I want, Well of Corruption. I’m inclined to say it isn’t in that bad of a place, but maybe it could use some tuning.
In a game that aims to be E-sports already 2 seconds of CC are too.
Stability is the boon most powerful, all the professions they should have stability. But not may persist 8 seconds.
I disagree on all counts. Duration of CC and CC immunity are not hard and fast rules of e-sports. In DOTA 2, BKB lasts for 10 seconds of magic immunity for its first charge, then 9/8/…/4. The kicker is that some things can go through it. Stability lasts for a burst of seconds, but not overly long. The kicker is that you can still lock them in place/kite with Chill/Cripple/Immob.
If a Warrior blows Stability and Condi Immunity at once, all you have to do is evade for 8 seconds, then they have basically nothing to help themselves fight you. The same principles apply.
Maybe Stability lasts too long, and maybe having a passive application of stun break/stability is too much. But you can’t just make a blanket statement on how long things should last for an E-sport.
“He’s like a man with a fork in a world of soup.”
CC duration in this game, I find, is relatively short. The prevalence of Stun Breakers is also high compared to the amount of CC in the game and its duration.
However, I have a hard time commenting on Stability because, as a Necro, I feel like I’m in the best position of all the classes to deal with it, between Spinal Shivers, Chill of Death, Corrupt Boon, and if I want, Well of Corruption. I’m inclined to say it isn’t in that bad of a place, but maybe it could use some tuning.
In a game that aims to be E-sports already 2 seconds of CC are too.
Stability is the boon most powerful, all the professions they should have stability. But not may persist 8 seconds.I disagree on all counts. Duration of CC and CC immunity are not hard and fast rules of e-sports. In DOTA 2, BKB lasts for 10 seconds of magic immunity for its first charge, then 9/8/…/4. The kicker is that some things can go through it. Stability lasts for a burst of seconds, but not overly long. The kicker is that you can still lock them in place/kite with Chill/Cripple/Immob.
If a Warrior blows Stability and Condi Immunity at once, all you have to do is evade for 8 seconds, then they have basically nothing to help themselves fight you. The same principles apply.
Maybe Stability lasts too long, and maybe having a passive application of stun break/stability is too much. But you can’t just make a blanket statement on how long things should last for an E-sport.
You have reason, however not all professions they can temporize.
Give to all stability reduces the duration would improve the game.
(edited by DejaVu.9825)
perma stun by the stun monkeys is easy mode.
Evade spam is just as bad.
“Maybe I was the illusion all along!”
I think stability should have it’s duration halved, cool down doubled, and remove group stability from the game.
Every battle starts seemingly the same, pop stability and watch everyone’s CC become useless. It’s a bit tiresome. Perhaps give a 50% reduction in armor for 10s after stability has worn off would be whats needed.
Guard, warrior, mesmer, ele, etc, all have access to long duration stability.
http://wiki.guildwars2.com/wiki/Mantra_of_Concentration
http://wiki.guildwars2.com/wiki/Power_Break
1 utility slot for two 2s stability with a 2s recharge time between them, on a 25s cooldown, and takes 2 3/4s channel when you can to recharge the two mantra charges?
Holy kitten, mesmer stability so OP!!!!!!
When I play my decap engi, I want classes to have less stability.
When I play some other class, I think “yay for stability!”