Let's talk about chill
its fine.
some professions can remove it very easily.
If it’s a problem, touch the application, not the actual condition.
Realize that it’s only when it’s spammed by specific classes that it’s such a big problem.
Nerf Chill and you nerf everyone instead of just resolving the main culprit.
A chill bomb is near certain death for me on Mesmer. That’s true even if I was 100%.
Never understood why Chill is more effective at slowing movement speed than cripple which doesn’t give other bonus effects. If it were up to me, I’d remove the movement speed reduction completely because I don’t see the need for two conditions that do this. At the very least I’d greatly reduce it to something like 33% movement speed reduction and then bump cripple up to 66%
Never understood why Chill is more effective at slowing movement speed than cripple which doesn’t give other bonus effects. If it were up to me, I’d remove the movement speed reduction completely because I don’t see the need for two conditions that do this. At the very least I’d greatly reduce it to something like 33% movement speed reduction and then bump cripple up to 66%
Because before HoT, you couldn’t really get very high applications of Chill without very specific builds that focused on it and Cripple was more accessible, easier to apply, and lasted longer naturally.
It needs to be 33% snare/cd increase if at all. I don’t understand how it should be better than the snare condi and better than a Chronomancer’s class mechanic before Deathly Chill?
I don’t mind the snare percentage, but the recharge percentage bothers me heavily considering how alacrity got nerfed down to 33%. There’s no balance there at all.
If it’s a problem, touch the application, not the actual condition.
Realize that it’s only when it’s spammed by specific classes that it’s such a big problem.
Nerf Chill and you nerf everyone instead of just resolving the main culprit.
I’m in favor of toning down both its ease of application from certain classes and reworking its CD increase.
alacrity was nerfed from 66% to 33%, no reason why chill is 100% stronger than alcrity when it also comes with a 66% movement speed debuff.
Nerf alacrity from 66% to 33% recharge speed increase? Sure!
Chill reduces movement and recharge speed by 66%? And reapers also deal damage with it? Awesome! Why nerf !?
Salty sarcasm aside. Chill and Confusion, these two are just too kittening overpowered IMHO. Reapers stacking it and Mesmers (even if they play like bots) stacking 8 stack of confusion in not time is a bloody joke.
BTW guy for those who can’t math chill and alacrity were never equal in the first place. It’s all in the wording before the %.
Alacrity may make thing recharge 66% faster but it’s only 40% CDR but now it’s 33% which results in 25% CDR. Chill is 66% increase which means skills recharge 40% slower.
Chill also doesn’t stack with itself. skills that cause alacrity mean skills that cause it recharge faster. it compounds with itself!!
They are very different you can’t just be like 66% to 33% yay.
Chill is also an attrisive condition. It intentionally makes you hard to fight against the longer you are in a fight with someone because of the coolfown increase and because of the reduction in move speed it will more often force you to fight rather than retreat. For a class with relatively low mobility and low active mitigation / defence it fits. The damage from.the trait needs further toning though.
BTW guy for those who can’t math chill and alacrity were never equal in the first place. It’s all in the wording before the %.
Alacrity may make thing recharge 66% faster but it’s only 40% CDR but now it’s 33% which results in 25% CDR. Chill is 66% increase which means skills recharge 40% slower.
Chill also doesn’t stack with itself. skills that cause alacrity mean skills that cause it recharge faster. it compounds with itself!!
They are very different you can’t just be like 66% to 33% yay.
Chill is also an attrisive condition. It intentionally makes you hard to fight against the longer you are in a fight with someone because of the coolfown increase and because of the reduction in move speed it will more often force you to fight rather than retreat. For a class with relatively low mobility and low active mitigation / defence it fits. The damage from.the trait needs further toning though.
Adding to this:
You can remove Chill from yourself. Nowadays it can be reapplied quickly, but that’s a problem with the class, not the condition. It’s original intent was a somewhat short duration debuff that was powerful.
Compare to Alacrity which is not a boon (can’t be increased with boon duration, but conversely has zero counter-play; can’t be stripped or corrupted), can be spammed to team mates, and can limit build diversity (look at raids a while back) and future design.
Alacrity could lower powerful skills to stupid small cooldowns and that just makes everything harder to balance. No future skill can be designed without considering Alacrity now and toning it down just makes it easier.
Should Chrono receive some compensations for the nerf? Maybe, but I’d argue that the current Chrono is close to balance and that we should rather tone down everyone else to around their level, where elite specs actually do what they were advertised to do and aren’t just complete upgrades.
You all realize that chill has been around, and unchanged for almost 4 years now yes? Before you say that it can be applied more then ever, necs ALWAYS had the ability to spam chill since before HOT. It is NOW only seen as worthwhile only because of deathly chill. Before HOT most condi necs were terrormancers mainly, with the odd nec adding dhuumfire to his condition damage. Also other classes are better at stacking condition intensity then necromancers are. In one match as thief, I got up to 35 stacks of bleed on a scrapper.
Chill is also an attrisive condition. It intentionally makes you hard to fight against the longer you are in a fight with someone because of the coolfown increase and because of the reduction in move speed it will more often force you to fight rather than retreat. For a class with relatively low mobility and low active mitigation / defence it fits. The damage from.the trait needs further toning though.
I’m sorry but that’s the biggest lie of necromancer class. We were never hard to escape from, and we will never be from what i see.
(edited by pierwola.9602)
Chill is also an attrisive condition. It intentionally makes you hard to fight against the longer you are in a fight with someone because of the coolfown increase and because of the reduction in move speed it will more often force you to fight rather than retreat. For a class with relatively low mobility and low active mitigation / defence it fits. The damage from.the trait needs further toning though.
I’m sorry but that’s the biggest lie of necromancer class. We were never hard to escape from, and we will never be from what i see.
depends on class
[Teef] guild :>
Take the damage off it, it’s a loaded condi that doesn’t need it.