Q:
Change to stability for a faster paced game
Game is fast enough already. Why would you change something that is perfectly fine?
Ya, if you’re a kitten.
I actually think puppies play better.
all is vain
Instead of granting immunity to CC for several seconds, why not change it to a stun break that grants immunity to the next CC skill for 30s (with the ability to stack upon use of other stability skills). As for wells, stack stability every tick.
So, instead of stability granting cc immunity, you want it to make you immune to the first CC? This would break the game.
Next thing you know you’re going to tell us you want immobilize to stack duration. Wait……..
Bad Boy Teenager Club [BBTC]
twitch.tv/rarnark
How would it break the game, exactly?
Immunity has always been a stupid mechanic in this game and stability is a part of it.
However, I don’t think that granting immunity to the next CC is a good idea.
Ehk, the casual mindset
The only thing stability needs right now is a shorter duration and some kind of graphic/animation so it’s easier to spot without needing to examine a player’s buff bar.
Put a blue circle around the player’s feet or something.
How would it break the game, exactly?
Have you ever heard of chain-CC? Because organized teams are doing that, you know. Even solo-players can do it now, necros and warriors are the best examples of it.
Immunity has always been a stupid mechanic in this game and stability is a part of it…
I agree with this entirely… Yet the game needs stability. Which just says that there are issues with the proliferation of CC’s more than anything else.
Basically there are too many in the game, or their risk/reward structures are badly balanced.
Stability sucks but is needed in this CC fest. They both would need to be reduced.
Quickblade Vince – Thief
The Asurnator – Elementalist
Agree with the last 2 posters, there’s too much cc AND too much stability around – and to make matters worse some of the builds with the highest stability uptime also have the largest amounts of CCs!
CC should have been more interupt based, with possibly only daze lasting over a second.
Then stability would have been fine, a niche counter if your spec really needs some uninterupted casts or daze was a big counter to it.
But the devs blow.