Revert Quickness/Slow on Finish/Rez
Hell no.
HELL
NO
That was the single best change of the patch.
Personally idc as long as revenants downed AA is changed to apply chill (chill would even fit the class better than slow but who cares)
If this does not happen then it’s big “No, no, no!” for me.
Funny though as I remember being stomped quicker than the cast time of a stomp recently. Maybe my screen just showed me down later than it did for everyone else…
nope, no revert
it should’ve never existed on the first place and people who want this to be brought back are either completely clueless about the game design or rev/mesmer mains or usually both
I knew I could count on Lexander support.
And if you knew anything about game design, you would know better.
I knew I could count on Lexander support.
And if you knew anything about game design, you would know better.
its not so often when my opinion happens to be the same or similar to the opinion of the majority but whenever that happens then it simply means you have no chance to prove me wrong
quick!!! someone blow the goof bugle!!!
Just because the masses don’t like a mechanic does not make it “balanced”
Quickness is a boon that is part of the game and always has been. The quickness/slow nerf was a knee jerk reaction to a incredibly unbalance HOT release and embarrassing ESL performance.
Isolating that one boon, when there is just as many other mechanics that unfairly affect rez/stomping is crappy game balancing.
lol no
Yes please! I would like to see bunker mesmer and revenants trivialize stomping and reviving once again! oh and I want to have my Jesus Druid rezz even faster!
“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
No
No thank you. No.
To the OP: It wouldn’t be a problem to revert if they nerf quickness access significantly (down to pre-HoT levels). For most of the game’s duration, quickness even came with a significant drawback (no endurance regen, you take double damage, no healing). Back then, skills that gave quickness, even the guardian elite shout, had a reasonably cooldown and it allowed for good counterplay. Chronobunker just had on-demand quickness with every shatter, and constant shatters thanks to alacrity.
Mechanics like slow on revenant auto-downed (making stomps on revs take 2x as long), quickness res, and the rev damage inversion trait completely messed up the balance of stomps. The only mechanic that still exists and is stupid is the druid shout, only because there isn’t a solid form of counterplay: just an instant cast and instant teleport (compare this to the ele glyph that resses people and has a 3.25 s cast and 165s cast time). This should at least require the pet to run to the person so that it can be snared/interrupted.
Funny though as I remember being stomped quicker than the cast time of a stomp recently. Maybe my screen just showed me down later than it did for everyone else…
Was there a thief on the other team?
(edited by BlackBeard.2873)
To the OP: It wouldn’t be a problem to revert if they nerf quickness access significantly (down to pre-HoT levels). For most of the game’s duration, quickness even came with a significant drawback (no endurance regen, you take double damage, no healing). Back then, skills that gave quickness, even the guardian elite shout, had a reasonably cooldown and it allowed for good counterplay. Chronobunker just had on-demand quickness with every shatter, and constant shatters thanks to alacrity.
Mechanics like slow on revenant auto-downed (making stomps on revs take 2x as long), quickness res, and the rev damage inversion trait completely messed up the balance of stomps. The only mechanic that still exists and is stupid is the druid shout, only because there isn’t a solid form of counterplay: just an instant cast and instant teleport (compare this to the ele glyph that resses people and has a 3.25 s cast and 165s cast time). This should at least require the pet to run to the person so that it can be snared/interrupted.
Funny though as I remember being stomped quicker than the cast time of a stomp recently. Maybe my screen just showed me down later than it did for everyone else…
Was there a thief on the other team?
Maybe, we were all clustered around one of the mists. It was pretty quick so that may have been it.
(edited by Ayrilana.1396)
OP is literally insane
Quickness stomps/rez’g has been part of the game since beta.
Even during season 1, there was NEVER any specific complaints about quickness stomp/rez’g. The only complaints were about the desync’g that was happening. and not about the actual application of it.
Until ANet “out of the blue” made the change was there never any mention of it.
This change was a reaction to the embarrassing ESL finals. It has more to do with “viewership” then it does with “balance”.
If it was really related to game balance, why does chill still affect stomp/rez’g. Why does Search N’ Rescue still exist? Why are those mechanics (and others) allowed to effect stomp/rez’g but not quickness/slow?
Quickness stomps/rez’g has been part of the game since beta.
and its never been a good idea
better late than never though
No. That change was fine. The next one is invulnerable.
The only ‘stomp helpers’ that have counters available often enough are stability, stealth, CC and blocks. Anything else, such as evades, quickness, and invulnerability should either not affect finisher skills or prevent finishing.
noooooooooooooooooooooooooooooo
No. That change was fine. The next one is invulnerable.
The only ‘stomp helpers’ that have counters available often enough are stability, stealth, CC and blocks. Anything else, such as evades, quickness, and invulnerability should either not affect finisher skills or prevent finishing.
The counter to invuln stomps is stealth. It just doesn’t work when your team-mate is dumb enough to spam 1 while stealthed because 200 extra damage is totally worth getting stomped!
This should at least require the pet to run to the person so that it can be snared/interrupted.
It actually does
Even during season 1, there was NEVER any specific complaints about quickness stomp/rez’g.
Where you sleeping during the whole s1?
@OP,
No way. Really bad idea. In fact, I want to see the speed res of search and rescue nerfed next. It shouldn’t be possible to res in under a second.
No. That change was fine. The next one is invulnerable.
The only ‘stomp helpers’ that have counters available often enough are stability, stealth, CC and blocks. Anything else, such as evades, quickness, and invulnerability should either not affect finisher skills or prevent finishing.
The counter to invuln stomps is stealth. It just doesn’t work when your team-mate is dumb enough to spam 1 while stealthed because 200 extra damage is totally worth getting stomped!
The key part of what I say is ‘available often enough’.
Stealth is not reliable enough because is not available often enough to be a good counter. Basically only engineer, mesmer and thief can have them ready enough. While all the other counters are mention are much more available across many professions.
Now, if Smoke fields were renamed to ‘Dust field’ so it’s more generic and made sense with a wider variety of themes (most smoke has particles of dust, but not the other way around, so Dust is more generic), we could have more skills creating the blind/stealth field like Dust Storm, Sandstorm, Ground Shaker or Drop the Hammer. Not just things that make smoke, but also things that raise dust or put lots of particles in the air. Then we’d be able to blast some more stealth, and have enough around to be enough of a counter.
This should at least require the pet to run to the person so that it can be snared/interrupted.
It actually does
It actually doesn’t. The pet just has to be within 900 range of the target, then it instantly teleports ontop of that person and they both teleport to the ranger. There is no run animation going towards the downed player.
I’d like to see it return. Quickness and Slow on stomp/res was fine until elite specs + Revenant. Quickness was usually on long cooldowns or had trade-offs.
With elite specs and Revenant, there’s too much access to quickness and slow with no real trade-off. Unless quickness and slow go back to pre-HoT levels, rez/stomp needs to remain unaffected by them.
If it was really related to game balance, why does chill still affect stomp/rez’g.
It doesn’t…
I say no to this BUT that stomping speed needs a 20% buff. We have skills like search and rescue that aid in rezzing.
It wouldn’t be a problem to revert if they nerf quickness access significantly (down to pre-HoT levels).
Only if they nerf chill and cripple access along with it.
The only mechanic that still exists and is stupid is the druid shout, only because there isn’t a solid form of counterplay
On revenant if you’re in Shiro you can phase traversal and cleave. If you’re in Glint and Shiro is on cooldown then the fire move and facet of chaos use can cleave or blow them away respectively. Due to stability however Shiro teleporting and cleaving is more reliable overall.
Speaking of downed the damage you take when downed should carry over somewhat after you’re rezzed or rallied with downed penalties, with a bare minimum of 20% HP after rez and if you take no damage while being rezzed you get the standard 50% HP after rez. Being rezzed or rallied would give necros 0% lifeforce so they’d have to build it up all over again if they’re rezzed.