Invulnerability -- WHY?!
Re: invuln. yeah. It’s dumb. Downed state + stomping has never been balanced and probably never will be. On the other hand, they are burning a long-cooldown skill to get that invuln.
Re: Stability – it does work that way now. Use enough cc’s to deplete your opponent’s stab stacks. Then cc them. Alternatively, corrupt/steal/remove the boon first.
So if I’m reading you right, you want to be able to CC people more easily and prevent them from pulling any tricks out of their bag that might prevent you from unloading a massive burst of damage?
Does this look more like what you want?
So if I’m reading you right, you want to be able to CC people more easily and prevent them from pulling any tricks out of their bag that might prevent you from unloading a massive burst of damage?
Does this look more like what you want?
I guess thats how you would describe it in laymen’s terms and considering the loss of translation, yes.
I’m talking about invulnerability not just preventing damage of all kinds and magnitudes but also allowing the user to do things while invulnerability.
Endure Pain reduces direct damage to 0 but allows Condition Damage to work like normal. Blocks are the same thing, but are also susceptible to Daze and Conditions. Okay, so the point is, you don’t see me using a Shield Block just to do a finisher to a downed enemy — in fact, its not allowed.
Invulnerability is IMMUNE TO ALL!!! Please tell me, you know this. If I’m wrong, kindly tell me otherwise, I’d like to hear about it and actually counter invulnerability.
Is there a counter to Invulnerability? If not, why isn’t there one, in the balance of things?
(edited by Robin Skyshroud.1863)
So if I’m reading you right, you want to be able to CC people more easily and prevent them from pulling any tricks out of their bag that might prevent you from unloading a massive burst of damage?
Does this look more like what you want?
I guess thats how you would describe it in laymen’s terms and considering the loss of translation, yes.
I’m talking about invulnerability not just preventing damage of all kinds and magnitudes but also allowing the user to do things while invulnerability. Endure Pain reduces things to direct damage to 0 but allows Condition Damage to work like normal. Blocks are the same thing, but are also susceptible to Daze and Conditions.
Invulnerability is IMMUNE TO ALL!!! Please tell me, you know this. If I’m wrong, kindly tell me otherwise, I’d like to hear about it and actually counter invulnerability.
Is there a counter to Invulnerability? If not, why isn’t there one, in the balance of things?
Apologies. I was only joking (and looking for an opportunity to use that meme, because it makes me laugh!). As I understand it, the only “counter” to invulnerability is condition damage. I don’t necessarily have a problem with it as it only lasts a few seconds and tends to have a fairly lengthy cooldown, but I agree that you probably shouldn’t be allowed to stomp or revive while invuln.
Then again, I’m new to PvP so I may not fully understand the implications of such a change. So take that for what it’s worth.
Invulnerability is an effect that prevents the target from taking damage, receiving conditions, or being affected by control effects. It does not prevent fall damage, or environmental traps.
Has anyone tried using traps to see if they work against invulnerability?
For a game that is supposedly balanced why is there a make shift “God Mode”.
I’m wasting my time considering posting this, but I believe Invulnerability should not allow any other actions including finishers in PvP.To my knowledge Engineers have 100% chance of successful finisher when turning on Invulnerability. How can an Elementalist even do a finisher in Mist Form? You’re kittening MIST!!
Also, can Mesmers even Moa Transform someone with Invulnerability?……
Stability is also broken. I suggest revamping stability to work like the mini bosses and heroes we summon in the game — a bar you deplete before stun can actually work.
Why keep this mechanic separate?
If you ever read the skill that gives guardians invulnerability you will notice it is a three second cast time, meaning they can not do anything else while they are channeling it. Guardians can not stomp while channeling.
Engineers do NOT have 100% chance of completing a stomp while using elixir because the enemy team can stealth the downed body or if the downed player is a thief or mesmer they can teleport away or stealth themselves. Elementalists can mist away (even through a mesmer portal) and Warriors can Vengeance. Also Engineers are vulnerable to conditions while using Elixir.
Stability can be removed from enemy players with boon rip/corrupt skills or from sigil of annulment.
Re: invuln. yeah. It’s dumb. Downed state + stomping has never been balanced and probably never will be. On the other hand, they are burning a long-cooldown skill to get that invuln.
Re: Stability – it does work that way now. Use enough cc’s to deplete your opponent’s stab stacks. Then cc them. Alternatively, corrupt/steal/remove the boon first.
Downed abilities are pretty hilarious, you got thieves who can jump to different locations and stealth themselves, necros can steal health and put death shrouds, warriors can get back up and potentially kill more ppl before they die, Rangers can have their pets come and heal them, Engineers….we throw pieces of junk at you and grappling line our enemies to our corpse for easy spiking.
(edited by ibThuggin.1758)
Mist form sucks yeah. Get used to it, it’s been like that for 2 years now unfortunately.
You can counter invul stomps by stealthing downed ally. People hate on my refuge (and reported me multiple times for it) but it actually saved a lot of teammates from such stomps.
Stab can be stripped, corrupted, stolen and simply removed by CC spam. I think there is plenty of counters to it.
[Teef] guild :>