Limit revive speed
It kind of goes both ways because you’d be able to do the same with your team-mates.
Furthermore; a few more semi-advanced methods like interrupts and invuln/tele stomps are strategies which counter such a strategy.
Having 2 guys ressing another guy is equivalent to having both members standing around and makes them very vulnerable and you’re able to do massive AoE damage on the spot and end up downing all 3 enemies if you are able to manage enough DPS on that spot.
Leader of [GASM] #ELEtism
(Retired) Commander [2500+ tPvP Matches Won]
I agree with you, two guys stomping someone doesn’t make it any faster, so why should two rezzers? Having one person rez while the other one interrupts and protects his ally requires more skill than both pressing F for 2 seconds and rezzing someone that was critically injured.
Also, i think stomping takes too long. It was just like the wolf’s f2, 2 seconds cast time felt way too slow while 1.5 seconds felt just right.
Since the above changes would make stability stomping too strong, then i suggest all interrupts while downed bypass any form of force stomping. That would remove the unfair advantage some classes have to prevent stomp (Thief, Mesmer and Ele).
As a ranger, i feel that the pet revive is too strong and needs to be toned down a little.
The thieves teleport should also have increased range, as i’ve seen thieves die countless times even though they teleported. Mesmers too.
I agree with you, two guys stomping someone doesn’t make it any faster, so why should two rezzers? Having one person rez while the other one interrupts and protects his ally requires more skill than both pressing F for 2 seconds and rezzing someone that was critically injured.
Also, i think stomping takes too long. It was just like the wolf’s f2, 2 seconds cast time felt way too slow while 1.5 seconds felt just right.
Since the above changes would make stability stomping too strong, then i suggest all interrupts while downed bypass any form of force stomping. That would remove the unfair advantage some classes have to prevent stomp (Thief, Mesmer and Ele).
As a ranger, i feel that the pet revive is too strong and needs to be toned down a little.
The thieves teleport should also have increased range, as i’ve seen thieves die countless times even though they teleported. Mesmers too.
Almost all classes have some kind of stability stomp. Agreed some are harder to get to, it just means that he should play the part of interupting ressers while a buddy invuln stomps.
Leader of [GASM] #ELEtism
(Retired) Commander [2500+ tPvP Matches Won]
Rez speed has been a problem lately for me also. It’s at the point where Whirling Wrath + Virtue #1 (with +10% damage when target is burning trait) can barely halt the progress when two people are rezzing. In practical terms, that much dps should cause them to leave fairly quickly, but if, they manage to get the guy up, all of a sudden he has plenty of health back and you find yourself getting bursted down by the guy you should have killed.
I don’t know If I want to change the speed or not, though. Maybe there should be some diminishing returns on multiple rezzers or something, but I haven’t given this issue that much thought. I’d be interested to hear more ideas.
General thoughts on downed state
I’m not sure what needs to be done on this issue, if at all.
On the one hand, the downed state skills of certain classes are annoying as hell (I think ele is the worst offender), not to mention it’s ridiculous how you can completely dominate a team fight, down all but one and then they just lolrally all at once because your thief died. It cheapens fights in my opinion. I won’t lie, I’ve benefited from the system too, but I never feel particularly accomplished after the fact.
In all honesty I think it might be better to remove rallying from sPvP. In WvW and PvE its a great system, as ANET has stated that WvW isn’t meant to be balanced for 1v1 and PvE is PvE.
(edited by Paradoxine.8192)