really bad engineer
Immobilize stacking
really bad engineer
please for the love of god don’t take 4 months to fix this like with para sigil
Bad Boy Teenager Club [BBTC]
twitch.tv/rarnark
please for the love of god don’t take 4 months to fix this like with para sigil
E.A.D.
Next you’ll ask for them to remove fear stacking. After that you’ll ask for burning duration to not stack, when does it all stop? They either rework all the stacking because its not fair to make only 1 skill not stack and leave all the others.
Bring more condi cleanse or reroll imboa kings like the rest of us
Next you’ll ask for them to remove fear stacking. After that you’ll ask for burning duration to not stack, when does it all stop? They either rework all the stacking because its not fair to make only 1 skill not stack and leave all the others.
Bring more condi cleanse or reroll imboa kings like the rest of us
No one was complaining about how Immobilized didn’t stack before the October 15th patch.
Next you’ll ask for them to remove fear stacking. After that you’ll ask for burning duration to not stack, when does it all stop? They either rework all the stacking because its not fair to make only 1 skill not stack and leave all the others.
Bring more condi cleanse or reroll imboa kings like the rest of us
Fears don’t stack.
fears do stack i’m fairly certain. There’s been times where i’ve been feared longer than the debuff indicated and ran backwards/took damage for an additional 3 seconds.
Immob stacking isn’t that big of a deal as far as I’ve felt… I mean theoretically; it just means people can use all their immobs at once rather than comboing them right after one another, essentially the effect is the same, but if people immob bomb you, and you cleanse it, they lost all of their immobs cause they front loaded them… Risk vs reward as far as I’m concerned…
Warlord Sikari (80 Scrapper)
Ok stop defending immob stacking..
A: immob isn’t cleansed in the normal order… Its dead last. putting 3-4 other condis (or in necro/engi case 6-9 more) isnt hard. GL not being immob’d.
B: before hand you couldnt stack so someone would eventually escape. Now entire teams can stack 10+s and your dead. No dodges. Even tele’s and your still immob’d.
C: Takes away all forms of team communication/skill. But I’m convinced A-net is doing this to all parts of the game on purpose…
Crysis, Lil Damage, Ovi, Jindavikk, Guard
Causing cancer all day.
Its one of those “bad for the player, good for the game” changes.
As much as immob stacking is complained about, guess what can let high burst team builds focus fire more effectively?
People complain about evade spam, Anet gives you immob stacking, and now people are complaining about immob stacking and forgot about evade spam. Anet is nerfing evade spam again, and if someone calls for vigor uptime to come back I’m just gonna laugh.
Its one of those “bad for the player, good for the game” changes.
As much as immob stacking is complained about, guess what can let high burst team builds focus fire more effectively?
People complain about evade spam, Anet gives you immob stacking, and now people are complaining about immob stacking and forgot about evade spam. Anet is nerfing evade spam again, and if someone calls for vigor uptime to come back I’m just gonna laugh.
All evade weapon skills that people complain about like on Rangers or S/D Thieves work while immobilized, and vigour uptime is being nerfed.
really bad engineer
Its one of those “bad for the player, good for the game” changes.
As much as immob stacking is complained about, guess what can let high burst team builds focus fire more effectively?
People complain about evade spam, Anet gives you immob stacking, and now people are complaining about immob stacking and forgot about evade spam. Anet is nerfing evade spam again, and if someone calls for vigor uptime to come back I’m just gonna laugh.
No, this is a “bad for the players, bad for the game” changes.
The developer stream flat out said they’re gonna add it and see what happens. No proper testing, no test krewe, turned a skill based mechanic to a spam based one.
I believe all kinds of CC shouldn’t stack, it would discourage players spamming them.
(edited by Nova Stiker.8396)
Next you’ll ask for them to remove fear stacking. After that you’ll ask for burning duration to not stack, when does it all stop? They either rework all the stacking because its not fair to make only 1 skill not stack and leave all the others.
Bring more condi cleanse or reroll imboa kings like the rest of us
there is one huge difference between burning and immob…. you can’t dodge while being immobilized
[Teef] guild :>
Immobilize stacking is a huge problem and needs to be fixed. Im not sure how anyone thought this was a good idea. It is litereally ruining pvp for me.
[url=https://] [/url]
You guys act like immob stacking doesn’t give anything up to be accomplished.
Venom share thief, for example, gives up a slot that could be used for infil signet, shadow refuge, or shadowstep. Those are awesome utis and its a big cost to give them up.
Like you’ve mentioned it doesn’t prevent evade weapon skills from working so what are we complaining about again? A functional game element?
Ignoring that the necro face tanked for 20 seconds (#balance), immob stacking is stupidly broken.
we may consider whether or not there is an incarnation of [ele] that would be viable
but balanced. For now, we do not expect it to see serious use.” – ANet
We’ll be reducing the maximum amount immobilize stacks in the near future.
Why would you reduce the maximum amount of stacks rather than the maximum amount of duration? For example, elementalists can use elemental surge and arcane power for a maximum of 5 stacks, at 1 second per stack. A 5 second immobilize for investing in a grandmaster and a utility skill is not imbalanced at all. I think this change is completely unjustified.
Vovin, r65 Warrior
Guild: V A E V I C T I S [HEX]
We’ll be reducing the maximum amount immobilize stacks in the near future.
Old version was better.
We’ll be reducing the maximum amount immobilize stacks in the near future.
Can we get some Diminishing returns, reducing the stacks is cool and all but its still gonna be a problem
[url=https://] [/url]
People be angry!!!! Because their perma vigor classes are now next to useless in the face of competent players. GG.
Shame you can’t block, dodge, stealth or go invulnerable to stop the immobilization….
We’ll be reducing the maximum amount immobilize stacks in the near future.
Or just change it back. The game was DESIGNED with ONE stack of immobilize in mind.
Not five, not four, not three nor two, designed for just one.
Stop adding/changing mechanics without considering the entire game! (AHEM torment)
We’ll be reducing the maximum amount immobilize stacks in the near future.
If you are going to do it, just make sure that it doesn’t make Venom sharing useless.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
It’ll more than likely waste it a lot :/
Warlord Sikari (80 Scrapper)
Suggestion
Immobilizes would stack up to 5 seconds. After that, any new extra immobilizes that would stack it over 5 seconds remove the old immobilize stack and set a new immobilize at 5 seconds. (Regardless of the original duration of the new immobilize application, unless it is a longer than 5 second base duration immobilize, then it overwrites the stack limit with this higher base duration)
(I just picked 5 seconds here as an example without doing any research, maybe it should be more, or less?)
Example A:
John uses a 4 second immobilize on Alice.
After 1 second, John uses a new 3 second immobilize on Alice.
Alice now has 5 seconds of immobilize left to go (instead of the current 6 or the pre-update 3 seconds)
This gets especially obvious as the numbers stack up.
Example B:
John uses a 4 second immobilize on Alice.
Peter also uses a 2 second immobilize on Alice.
One second later, John unleashes his next 3 second immobilize on Alice.
Alice is now immobilized for 5 seconds instead of 8.
Example C:
If James comes along to bind Alice for 6 seconds with a single skill in his completely overpowered condition duration build, Alice would be immobilized for 6 seconds regardless of previous immobilize stacks.
If John, one second later, then manages to immobilize Alice for another 3 seconds, Alice would still be chained for 5 seconds. The new immobilize would be ‘wasted’.
It would still be possible for John, Peter & James to keep Alice in chains for 13 seconds-ish if they time their immobilizes very well. But it would require some serious effort.
Note: This would probably take some serious programming. But it might be worth it. I agree with Gesamtkunstwerk that reducing the amount of stacks isn’t the best solution here.
While it does solve the permanent immobilize stack, it still allows for immobilize durations that are too high. (Say two 3 second and a 4 second immobilize adding up to 10 seconds)
And it probably doesn’t solve the PvE troubles we’ve been having since the update either. (The spider in AC comes to mind directly, but I remember being pinned for over 12 seconds in CM as well.)
Note # 2: This doesn’t solve chaining 1 second immobilizes. Perhaps having both limits in place would tackle the problems with immobilize stacking though.
That said – Good to know this is being worked on!
(edited by The Lost Witch.7601)
Suggestion
Immobilizes would stack up to 5 seconds. After that, any new extra immobilizes that would stack it over 5 seconds remove the old immobilize stack and set a new immobilize at 5 seconds. (Regardless of the original duration of the new immobilize application, unless it is a longer than 5 second base duration immobilize, then it overwrites the stack limit with this higher base duration)
(I just picked 5 seconds here as an example without doing any research, maybe it should be more, or less?)
Example A:
John uses a 4 second immobilize on Alice.
After 1 second, John uses a new 3 second immobilize on Alice.
Alice now has 5 seconds of immobilize left to go (instead of the current 6 or the pre-update 3 seconds)
This gets especially obvious as the numbers stack up.
Example B:
John uses a 4 second immobilize on Alice.
Peter also uses a 2 second immobilize on Alice.
One second later, John unleashes his next 3 second immobilize on Alice.
Alice is now immobilized for 5 seconds instead of 8.
Example C:
If James comes along to bind Alice for 6 seconds with his completely overpowered condition duration build, Alice would be immobilized for 6 seconds regardless of previous immobilize stacks.
If John, one second later, then manages to immobilize Alice for another 3 seconds, Alice would still be chained for 5 seconds. The new immobilize would be ‘wasted’.
It would still be possible for John, Peter & James to keep Alice in chains for 13 seconds-ish if they time their immobilizes very well. But it would require some serious effort.
Note: This would probably take some serious programming. But it might be worth it. I agree with Gesamtkunstwerk that reducing the amount of stacks isn’t the best solution here.
While it does solve the permanent immobilize stack, it still allows for immobilize durations that are too high. (Say two 3 second and a 4 second immobilize adding up to 10 seconds)
And it probably doesn’t solve the PvE troubles we’ve been having since the update either. (The spider in AC comes to mind directly, but I remember being pinned for over 12 seconds in CM as well.)
That said – Good to know this is being worked on!
I disagree, this will make venom share useless.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Why would you reduce the maximum amount of stacks rather than the maximum amount of duration? For example, elementalists can use elemental surge and arcane power for a maximum of 5 stacks, at 1 second per stack. A 5 second immobilize for investing in a grandmaster and a utility skill is not imbalanced at all. I think this change is completely unjustified.
I get your point but using Ele AND Elemental Surge AND Arcane Power as an example is just rofl. You’ll have a higher chance of seeing a dancing Kodan in Temple of the Silent Storm than seeing this ele build in any game be it hot join or tpvp. Destroying a non-existent build? Devs could care less. And it’s just sad.
later. It doesn’t care that I’m there.”
(edited by Gallrvaghn.4921)
Who cares about venom share when this is a problem in pvp/wvw and pve. They dont design games around a single trait.
[url=https://] [/url]
I wholeheartedly support The Lost Witch’s proposal. You need to factor in the durations of each stack in this change. Supposing stacks are limited to 2, why should one player be able to use two 3 second stacks to get 6 seconds of immobilize, while another player using 3 stacks of 1 second, can only get 2 seconds.
Vovin, r65 Warrior
Guild: V A E V I C T I S [HEX]
I disagree, this will make venom share useless.
Let’s see.
Devourer Venom has 2 seconds of immobilize per charge. Let’s assume traits and a condition duration increase for an extra charge and an extra second of immobilize duration.
So Jim, the venom sharer uses Devourer Venom near his two teammates: Bruno & Martha.
In the current state of the game, they would be able to keep Alice in chains for 9 seconds per player. Up to a grand total of 27 seconds.
I think this is rather ridiculous.
With my limit in place, they would be able to immobilize Alice for probably around 7 seconds. Since it is likely that not all players hit Alice with all 3 attacks in the same first second.
I think this is still powerful enough.
But!
That is not all:
If Bruno & Martha were not attacking Alice, but Alicia and Alexandra, then the trio would still be getting about 18 seconds of immobilize worth out of Jim’s venomshare build. (3 individual immobilizes of ~6 seconds)
I think venomsharing isn’t becoming useless at all! It would just take more skill to make the most of it.
(edited by The Lost Witch.7601)
Ok stop defending immob stacking..
A: immob isn’t cleansed in the normal order… Its dead last. putting 3-4 other condis (or in necro/engi case 6-9 more) isnt hard. GL not being immob’d.
B: before hand you couldnt stack so someone would eventually escape. Now entire teams can stack 10+s and your dead. No dodges. Even tele’s and your still immob’d.
C: Takes away all forms of team communication/skill. But I’m convinced A-net is doing this to all parts of the game on purpose…
Quoted b/c so true. If you must keep stacking, please let it cleanse like every other condition. Currently, even if immob is the last condition applied, it is also the last out (LILO).
We’ll be reducing the maximum amount immobilize stacks in the near future.
Or just change it back. The game was DESIGNED with ONE stack of immobilize in mind.
Not five, not four, not three nor two, designed for just one.
Stop adding/changing mechanics without considering the entire game! (AHEM torment)
This man… I remember the days when it actually took skill to maximize the time you kept a target immobilized. It’s like the made it reeetard proof to land and now everyone gets punished.
This man… I remember the days when it actually took skill to maximize the time you kept a target immobilized. It’s like the made it reeetard proof to land and now everyone gets punished.
Well, when a over whelming 90% of your pvp base left is this….. you are going to have to dumb down the mechanics!
Suggestion
Immobilizes would stack up to 5 seconds. After that, any new extra immobilizes that would stack it over 5 seconds remove the old immobilize stack and set a new immobilize at 5 seconds. (Regardless of the original duration of the new immobilize application, unless it is a longer than 5 second base duration immobilize, then it overwrites the stack limit with this higher base duration)
(I just picked 5 seconds here as an example without doing any research, maybe it should be more, or less?)
Example A:
John uses a 4 second immobilize on Alice.
After 1 second, John uses a new 3 second immobilize on Alice.
Alice now has 5 seconds of immobilize left to go (instead of the current 6 or the pre-update 3 seconds)
This gets especially obvious as the numbers stack up.
Example B:
John uses a 4 second immobilize on Alice.
Peter also uses a 2 second immobilize on Alice.
One second later, John unleashes his next 3 second immobilize on Alice.
Alice is now immobilized for 5 seconds instead of 8.
Example C:
If James comes along to bind Alice for 6 seconds with a single skill in his completely overpowered condition duration build, Alice would be immobilized for 6 seconds regardless of previous immobilize stacks.
If John, one second later, then manages to immobilize Alice for another 3 seconds, Alice would still be chained for 5 seconds. The new immobilize would be ‘wasted’.
It would still be possible for John, Peter & James to keep Alice in chains for 13 seconds-ish if they time their immobilizes very well. But it would require some serious effort.
Note: This would probably take some serious programming. But it might be worth it. I agree with Gesamtkunstwerk that reducing the amount of stacks isn’t the best solution here.
While it does solve the permanent immobilize stack, it still allows for immobilize durations that are too high. (Say two 3 second and a 4 second immobilize adding up to 10 seconds)
And it probably doesn’t solve the PvE troubles we’ve been having since the update either. (The spider in AC comes to mind directly, but I remember being pinned for over 12 seconds in CM as well.)
Note # 2: This doesn’t solve chaining 1 second immobilizes. Perhaps having both limits in place would tackle the problems with immobilize stacking though.
That said – Good to know this is being worked on!
^great idea
Warning: link may contain traces of awesome.
Lyssa’s Grimoire – a guide every Mesmer should read.
nobody blame the invisible being ridicules OP ?
try kill that thief.
Guild Pro Baddies [Pro] @ Tarnished Coast
Or you can just press that skill: “takes out immobilize”
http://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Grove also becomes quite strong in 1v1 skirmish if your focus is stacking immobilize ..
gotta love venom share…trolling braindead wars spamming hammer while immobilized all day long, when op zerker stance is on cd obviously…..next meta troll thief ftw
Please revert the changes to immobilize stacking or at least give us the option to choose which condition is cleansed first.
We’ll be reducing the maximum amount immobilize stacks in the near future.
Or just change it back. The game was DESIGNED with ONE stack of immobilize in mind.
Not five, not four, not three nor two, designed for just one.
Stop adding/changing mechanics without considering the entire game! (AHEM torment)
But… torment isn’t that bad though…..
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash
We’ll be reducing the maximum amount immobilize stacks in the near future.
Or just change it back. The game was DESIGNED with ONE stack of immobilize in mind.
Not five, not four, not three nor two, designed for just one.
Stop adding/changing mechanics without considering the entire game! (AHEM torment)
But… torment isn’t that bad though…..
The warrior skill impale can deal well over 10k damage with just 1000 condition damage. Worst part is, since the terror is applied gradually, you can’t just clear it and be done. Most op skill in the game.
We’ll be reducing the maximum amount immobilize stacks in the near future.
Or just change it back. The game was DESIGNED with ONE stack of immobilize in mind.
Not five, not four, not three nor two, designed for just one.
Stop adding/changing mechanics without considering the entire game! (AHEM torment)
But… torment isn’t that bad though…..
The warrior skill impale can deal well over 10k damage with just 1000 condition damage. Worst part is, since the terror is applied gradually, you can’t just clear it and be done. Most op skill in the game.
I thought I was the only one who thought this. That skill is kittening rediculous. Fights with condi warriors come down to whether you can dodge it or not. Reflect it, you just won. Get hit by it, you kinda have to leave. Pin Down too. They also have 20 second cooldowns.
But I won’t complain, they’re really the only skills making condi warriors a viable thing these days.
really bad engineer
Immobilize stacking is a huge problem and needs to be fixed. Im not sure how anyone thought this was a good idea. It is litereally ruining pvp for me.
Weew right, that’s a reason now people. Fix it cause it’s ruining pvp for poor Rangir Dangir. I think this has totally blown the devs’ minds and now they are hastily workin on it. :P
We’ll be reducing the maximum amount immobilize stacks in the near future.
Or just change it back. The game was DESIGNED with ONE stack of immobilize in mind.
Not five, not four, not three nor two, designed for just one.
Stop adding/changing mechanics without considering the entire game! (AHEM torment)
But… torment isn’t that bad though…..
The warrior skill impale can deal well over 10k damage with just 1000 condition damage. Worst part is, since the terror is applied gradually, you can’t just clear it and be done. Most op skill in the game.
I thought I was the only one who thought this. That skill is kittening rediculous. Fights with condi warriors come down to whether you can dodge it or not. Reflect it, you just won. Get hit by it, you kinda have to leave. Pin Down too. They also have 20 second cooldowns.
But I won’t complain, they’re really the only skills making condi warriors a viable thing these days.
I guess thats true. Pin down can do like 15k damage too, with max bleed durations.
If I gt hit by one of those 2 on my shatter mesmer, I just have to leave and wait for my health to regen out of combat :P
Warning: link may contain traces of awesome.
Lyssa’s Grimoire – a guide every Mesmer should read.
Or you can just press that skill: “takes out immobilize”
Not everyone is (yet) a warrior with “breaks immobilize” in half of their skills.
Immob stacking is bad in everyway of the game Pvp or Pve..
Have you ever done arah p4 recently at melandrue boss? Its just ridiculous in both sides of game.
Immobilize was a non-stacking condition. Traits and skills were balanced around this, durations were long. What Anet has failed to address is how change A(immobilize stacking) impacts B(total immobilize duration and game impact). You can do this but you NEED to re-balance around the new mechanic. Games are not isolated systems, everything works together. And changing a mechanic requires changing it’s impact.
Obvious answer is obvious: Redo immobilize skills and traits. Reducing stacks is a lazy answer to mechanic alterations.
Immobilize stacking is a huge problem and needs to be fixed. Im not sure how anyone thought this was a good idea. It is litereally ruining pvp for me.
Weew right, that’s a reason now people. Fix it cause it’s ruining pvp for poor Rangir Dangir. I think this has totally blown the devs’ minds and now they are hastily workin on it. :P
I see you missed my and everyone else’s point. I guess you just came here to make a useless post
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