Stun duration is unvalance needs change
The other factor the food only plays in wvw with the -40% stun duration food
You should also know that a 1 second stun is still very potent and with that a player can loss because you inturpet his heal or just plan out kill him with team coordination. I really don’t see this as a problem since in wvw its mostly just zerg battles. So that stun duration decrease is very viable there because a ton of people throwing stuns at you is just.. out right unbalanced if you didn’t have a way to nullify it somehow. I’m pretty sure the food is there to help subside the fact that there are many people throwing stuns around in wvw. Also 3 second stun is very very strong getting it decreased to .7-1 second is still very strong. In team play 1 second of not being able to do anything can be a deadly situation.
Also if you are one of those people that roam around by yourself you just have to be more aware of the people you decide to fight.
Now i could see your concern if this was possible to do in spvp.
I hope this kind of sheds some light on why this probably wont change.
The other factor the food only plays in wvw with the -40% stun duration food
You should also know that a 1 second stun is still very potent and with that a player can loss because you inturpet his heal or just plan out kill him with team coordination. I really don’t see this as a problem since in wvw its mostly just zerg battles. So that stun duration decrease is very viable there because a ton of people throwing stuns at you is just.. out right unbalanced if you didn’t have a way to nullify it somehow. I’m pretty sure the food is there to help subside the fact that there are many people throwing stuns around in wvw. Also 3 second stun is very very strong getting it decreased to .7-1 second is still very strong. In team play 1 second of not being able to do anything can be a deadly situation.Also if you are one of those people that roam around by yourself you just have to be more aware of the people you decide to fight.
Now i could see your concern if this was possible to do in spvp.
I hope this kind of sheds some light on why this probably wont change.
I must disagree on your point of view. In zerks people throw a lot of conditions too. For example, Conditions can be buff to +65% duration. You have food that gives you +40% condition duration and traits that increase condition duration by +30%. This gives you +70% condition duration.
So, if you use 6 Melandru runes + -40% condition duration food, you completely nullify the condition duration of the enemy and the conditions only last for the original value.
In fact, In zerk battles you die not because of direct damage, but because of condition damage. Now imagine stacking the condition to +1 min. That my friend will be unbalanced! Luckily we have melandru runes and food that nullify the conditions to their original value.
(edited by Hitman.5829)
sorry, but I dissagree.
1) Anyone dropping that much of their stat budget into CC reduction should be hard to CC. Not having a good DPS or survival rune set and food is a major reduction in effectiveness that may not even come into play depending on who you are fighting off against.
2) Even a 0.1s stun will interrupt casting. GW2 is not a game of long term CCs, it was one of the original design decisions IIRC, that players would not be out of control of their character for long parts of the fight (like WoW). Using a short stun will stop a heal, a high damage attack, could even force the use of a stun breaker if the player panics.
The problem with that thinking is that when you’re only talking about stuns in terms of interrupts, then they cease to become stuns. Why even bother with a stun if a knockdown, knockback, launch, fear or daze will do the same thing? You say people who build for stun reduction should be rewarded, but what about people who build for stun duration? Are you saying they shouldn’t be rewarded?
yes, however one sigil should not be as valuable as 6 runes + food. If there were stun duration food, and stun duration runes then yes, I would expect the increase in duration to be roughly on par (stat budget wise, not % wise) as a full set of reduction gear.
Stuns in GW2 are meant to be short by design. Look at other MMOs and you see hard CCs that last 10s or longer, ANet made a decision not to go down that route. There are several reasons for this, not the least of which is a lack of diminishing returns on CCs (this is not something that is easy to add in post-launch as it requires some pretty serious database changes to know which spell line a player has been affected with and when).
Stuns, knockdowns/backs, fears, dazes etc all serve the same purpose in PVP combat, they a) interrupt the currently casting spell, b) they prevent spell casting for X amount of time. The only outlayer in that list is Daze which allows player controlled movement, all the others are exactly the same functionality. So yes, stun, fear, knockback and knockdown DO do the same thing (stun being arguably the more powerful one as it locks players in one location and thus you can put a ground AOE under their feet for extra damage).
In that case, it seems the solution would be to offer food and runes, such that someone could build their stun lenght up to, I dunno, 6 seconds or so. That way someone built for stuns could be a valuable member of the team, rather than someone who occasionally disables the the player for slightly longer than a knockdown
6s would be obscenely over stat budget.
If you want to be a valuable member of the team, you need to time you abilities rather than simply button mash. If you are not using your stuns to interrupt or prevent casting at key points, the problem isn’t with your CC of choice.
Stuns are not meant to be substantially different than knockback/down, fears or dazes
6s would be obscenely over stat budget.
If you want to be a valuable member of the team, you need to time you abilities rather than simply button mash. If you are not using your stuns to interrupt or prevent casting at key points, the problem isn’t with your CC of choice.
Stuns are not meant to be substantially different than knockback/down, fears or dazes
And fears can last 5 seconds so mace f1 needs to be boosted to 5 seconds. amiright?
The only way for anyone to get close to 5s of fear is a Necro traited and geared for fear duration with a skull environmental weapon. Without the skull, they cap out at a base of 3.4s (2s for Wave of Fear (underwater only) or +1s for trait, +0.4s for 6 Superior Rune of the Necromancer). Baring that, 3.6s for a runed warrior (Fear Me), or a runed thief (stolen skull ability for their F1).
So the only way you will see anything near a 5 sec fear vs a necro trated and geared for nothing but fear duration and using an environmental weapon, otherwise it caps out very similar to a full adrenaline mace f1 (3s vs 3.6s) for the same class that your are arguing buffs for.
Fear is also affected by -condition duration and can be cleared by condition clearing abilities in addition to stun break abilities and is thus astronomically easier to get out of (especially in a large group).
(edited by Imperatora.7654)
The only way for anyone to get close to 5s of fear is a Necro traited and geared for fear duration with a skull environmental weapon. Without the skull, they cap out at a base of 3.4s (2s for Wave of Fear (underwater only) or +1s for trait, +0.4s for 6 Superior Rune of the Necromancer). Baring that, 3.6s for a runed warrior (Fear Me), or a runed thief (stolen skull ability for their F1).
So the only way you will see anything near a 5 sec fear vs a necro trated and geared for nothing but fear duration and using an environmental weapon, otherwise it caps out very similar to a full adrenaline mace f1 (3s vs 3.6s) for the same class that your are arguing buffs for.
Fear is also affected by -condition duration and can be cleared by condition clearing abilities in addition to stun break abilities and is thus astronomically easier to get out of (especially in a large group).
Fear is a condition and because of that you can increase the duration by +70% with just food and traits. You can even make fear +100% duration by getting Master of Terror (fear lasts 50% longer).
Now, suppose the opponent gets 6 Melandru runes and -40% condition duration food.
That is -65% fear duration. However, the necro can buff fear to 120% duration, therefore, the necro will have an effective 55% fear duration.
WHAT IS UP WITH THAT?
Now, lets go back to the warrior stun duration topic and ask: why is there not food or runes that grant stun duration so that at least gets cancel with the melandru runes so that at least we get the 3 seconds stun with mace and hammer?
the “up with that” is that fear can be removed by condition removal in addition to stun removal. The other “up with that” is that outside of rarely found PVE environmental weapons, WARRIORS are tied for the longest duration fears.
If you really want more than 3s of CC, take “Fear Me!”.
There’s a difference between unbalanced and very strong, warriors have had no viability for quite some time, i hate being stunned and 100b’d to death as much as the next guy but seeing warriors happy playing their classes really makes up for it.
There’s a difference between unbalanced and very strong, warriors have had no viability for quite some time, i hate being stunned and 100b’d to death as much as the next guy but seeing warriors happy playing their classes really makes up for it.
You are not playing it right, like I said in the beginning. You can equip melandru runes and Bowl of Roasted Lotus Root for an effective -65% stun duration.
With these runes and food you are immune to warrior’s stun. That is why it kitten es me off when I use stun then 100 blades and cannot connect the 100 blades because stun only last 1 second.
The other factor the food only plays in wvw with the -40% stun duration food
You should also know that a 1 second stun is still very potent and with that a player can loss because you inturpet his heal or just plan out kill him with team coordination. I really don’t see this as a problem since in wvw its mostly just zerg battles. So that stun duration decrease is very viable there because a ton of people throwing stuns at you is just.. out right unbalanced if you didn’t have a way to nullify it somehow. I’m pretty sure the food is there to help subside the fact that there are many people throwing stuns around in wvw. Also 3 second stun is very very strong getting it decreased to .7-1 second is still very strong. In team play 1 second of not being able to do anything can be a deadly situation.Also if you are one of those people that roam around by yourself you just have to be more aware of the people you decide to fight.
Now i could see your concern if this was possible to do in spvp.
I hope this kind of sheds some light on why this probably wont change.I must disagree on your point of view. In zerks people throw a lot of conditions too. For example, Conditions can be buff to +65% duration. You have food that gives you +40% condition duration and traits that increase condition duration by +30%. This gives you +70% condition duration.
So, if you use 6 Melandru runes + -40% condition duration food, you completely nullify the condition duration of the enemy and the conditions only last for the original value.
In fact, In zerk battles you die not because of direct damage, but because of condition damage. Now imagine stacking the condition to +1 min. That my friend will be unbalanced! Luckily we have melandru runes and food that nullify the conditions to their original value.
zerg…. being a starcraft reference… is groups of people in wvw
zerk… meaning berserker is a gear stat
isnt it?
i keep running into people mixing them up ‘zerg warr lfg’ ‘zerk at hills’ and its driving me crazy
- also… i dont die to conditions in wvw… though my main wvw char is necro (putrid mark and consume conditions being my removals… but i can tank them through DS) my ranger (arguably worst condition removal access in the game) doesnt have a problem with conditions either (my ranger being 30/20/20/0/0 and secondary wvw char), if you die to conditions then you’re likely standing in something you shouldnt be standing in, or being focused by a condition build and are letting them do whatever they want… compare that to say… static field… static field is a zerg killer with an organised group if used right, hammer warrs can break apart mobile zergs
tl;dr CC leaves people open to easily getting focused (easy because of the vast amount of players) whereas condis are just slow damage (unless you get loaded up… which is just the same as being focused by direct damage… -cond duration then acts similarily to toughness)
80 warr [Blaze Steelsoul], 80 ele [Blaze Nightstrike], 80 mesmer [Grim Shatterwhirl]
80 guard [Dusk Grimlight], 80 engi [Flintgear]