SPVP knock backs suggestion
So you want to totally remove all but 1 guardian knockback? Yeah that will make them scary when defending points. Oh kitten! he just made a bubble we cannot walk through! Oh wait just go around it.
KB, KD, Pull, and Launch are all currently more powerful than stun, and need to be brought in line with stun.
pre-ordered HOT at this point,
save yourself the money and don’t bother.
Yeah all i hear is nerf nerf nerf rather fix as you claim.
Beside warrior and engineer have more knockbacks, but beside warrior hammer, guardian has 2 most anoying shield ability and sanctuary, which in my opinion should be changed (not talking about nerfing them).
For example shield spell should have blocking like all shields should do (blocking for few sec and each time you are hit, you party is healed) and not have staff-like spell. Sanctuary should be completely removed and we should get something more fun in return (energy storm??-last 2/3 or traited 4 sec, all affected enemies heals dmg them instead of heal them).
KB, KD, Pull, and Launch are all currently more powerful than stun, and need to be brought in line with stun.
I generally disagree when people say there’s too much cc in an RPG (even though I main a profession with no stability in this game). But this is really true. I stopped taking a stunbreaker because it seems to be one of the least-used and least-dangerous forms of cc. Even immobilize seems more dangerous to me than a stun (~double the duration of stun, difficult to remove if there are other conditions on you, etc).
KB, KD, Pull, and Launch are all currently more powerful than stun, and need to be brought in line with stun.
I generally disagree when people say there’s too much cc in an RPG (even though I main a profession with no stability in this game). But this is really true. I stopped taking a stunbreaker because it seems to be one of the least-used and least-dangerous forms of cc. Even immobilize seems more dangerous to me than a stun (~double the duration of stun, difficult to remove if there are other conditions on you, etc).
Immobilize is in a weird place, because in some cases its devastating, and in others its a minor annoyance. There’s also appears no easy way to change it so its more balanced – perhaps changing immobilize into a minor snare (30% speed reduction) and disable dodging for the duration?
As for KB/KD/Pull/Launch, I’d honestly just prefer to see them affected by stunbreakers the same way stuns are – losing control of my character for any period of time with absolutely no way to counter it is just silly. They also shouldn’t put an interrupted timer on all your other skills (who thought that was a good idea?)
The worst is the chain bouncing a good team will pull on you – once you’re on the ground, expect to be KB/KD/Launch/Pulled 2-3 more times because hey, there’s nothing you can do about it.
pre-ordered HOT at this point,
save yourself the money and don’t bother.
Knock backs are something essential in SPVP , payed or free tournaments, but the amount of knock backs u get, sometimes is just too much and no amount of stability will save u. With just a few changes too the guardian class (one with the most knock-backs) the “problem” can be solved, and i don’t really see the change i’m suggesting has a nerf but more has a fix.
Suggestion:
First is the skills “line of warding” (Staff 5 ability) and “Ring of warding” (Hammer 5 ability) shouldn’t do a knock-back but simply shouldn’t let u pass, like going into a wall. The tool tip of those skill say’s foes cannot cross, and doesn’t say foes get knockdown. So probably something too look at. And do the same to similar abilities on other professions (i don’t think other professions have this)
Second is the utility “Sanctuary” that creates a bubble that “Foes cannot enter” says on tooltip but it just knock´s u back, i would change this skill to do the knock back on people that were inside the bubble, and just don’t let them enter.
Third is the utility “hammer of wisdom” everything is fine except the auto attack knock back, its just simply put, stupid, or put guardian spirit weapons possible too kill like all other pets
That’s about it, tell me what u think and hf
long story short: NO.
You are not supposed to be saved from KBs. Just dodge/block/blind/stability/teleback/strafe them.
Basically comes down to L2P issue
Knock backs are something essential in SPVP , payed or free tournaments, but the amount of knock backs u get, sometimes is just too much and no amount of stability will save u. With just a few changes too the guardian class (one with the most knock-backs) the “problem” can be solved, and i don’t really see the change i’m suggesting has a nerf but more has a fix.
Suggestion:
First is the skills “line of warding” (Staff 5 ability) and “Ring of warding” (Hammer 5 ability) shouldn’t do a knock-back but simply shouldn’t let u pass, like going into a wall. The tool tip of those skill say’s foes cannot cross, and doesn’t say foes get knockdown. So probably something too look at. And do the same to similar abilities on other professions (i don’t think other professions have this)
Second is the utility “Sanctuary” that creates a bubble that “Foes cannot enter” says on tooltip but it just knock´s u back, i would change this skill to do the knock back on people that were inside the bubble, and just don’t let them enter.
Third is the utility “hammer of wisdom” everything is fine except the auto attack knock back, its just simply put, stupid, or put guardian spirit weapons possible too kill like all other pets
That’s about it, tell me what u think and hf
long story short: NO.
You are not supposed to be saved from KBs. Just dodge/block/blind/stability/teleback/strafe them.
Basically comes down to L2P issue
Short story even shorter: YES.
While the suggestions of the post you quoted aren’t necessarily the best options, there is absolutely no reason KB/KD/Pull/Launch should be more powerful than stun. Losing control of your character with no possible counter for any amount of time is stupid in any game, much less one claiming to be an esport (look what they did to Basilisk venom). Furthermore, My entire utility bar (sans stunbreakers) shouldn’t go on an interrupt timer, its just silly. The punishment for missing a dodge shouldn’t be that you’re a free target with no possible counter.
pre-ordered HOT at this point,
save yourself the money and don’t bother.