Sigil of Paralyzation Change Consistency

Sigil of Paralyzation Change Consistency

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Posted by: Rising Dusk.2408

Rising Dusk.2408

In the most recent SotG, there is a note of the following:

  • Sigil of Paralyzation no longer increases Fear duration.

This is good, but I also want to make sure the developers know the opposite is currently true. Currently, Runes of Melandru double reduce Fear because it reduces both condition duration, but also reduces stun duration (which Fear counts as). It’s also important to note that in other game formats, food items that reduce stun duration also reduce Fear duration. These should all be addressed in one fell swoop, and we shouldn’t forget about these other issues while the sigil is being fixed.

To summarize:

  • Rune of Melandru double reduces Fear as a condition and as a stun, but should only reduce it as a condition to be consistent with the Sigil of Paralyzation change
  • Food items that reduce stun durations reduce Fear duration, but they shouldn’t

Thanks!

[VZ] Valor Zeal – Stormbluff Isle – Looking for steady, casual-friendly NA raiders!

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Posted by: Login.5102

Login.5102

Yes it would be silly to change one without the other.

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Posted by: Siric.3589

Siric.3589

Now that the cats out of the bag might as well include:

Stuns and Dazes in the game are always rounded up to the next second.

That 1/2 Second pistol whip stun, gets rounded up to a second.

Put sigils of paralyzation on and an Engineer’s Crate turns into a 3 (2.3 rounded up) second AoE stun, Warrior’s shield bash turns into a 2 (1.15 rounded up)second stun, the list goes on for all dazes and stuns.

The inverse is also true, put on runes of melandrue and a 1 second warrior stun remains 1 second, even though it should be .75. A thiefs pistolwhip is still 1 second (.375 rounded up). BUT if the other player has a paralyzation sigil. What would be a 3 second (2.3 second rounded up) Engineer Crate goes back down to a 2 second (1.725 secon rounded up) stun.

As said before this applies to all stuns and dazes.

This needs fix, but the sigils and many stuns/dazes need some serious looking into after that seeing as it is somehting people have been building around for ages and isn’t considered OP by any means.

[LR] Siric

(edited by Siric.3589)

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Posted by: Myrmidian Eudoros.4671

Myrmidian Eudoros.4671

Yes it would be silly to change one without the other.

While you are at it, Fear is currently an anomaly in that it is cleansed by both stun breakers and condi cleanse. This should not be the case.

Removing the effect of the sigil is tantamount to stating “Fear is a condition, not a stun”. As such it should function like an immobilize controlling movement, but not locking out skills. With this functionality there is no reason why a Stun Break should have any bearing on fear. It should require a cleanse to remove, just like immobilize. Unfortunately, treating fear as a condition will likely eliminate its tremendous value as an instant cast interrupt (the only one Necro has). It would however still interrupt skill/actions that root (like Hundred Blades, Stomps or rezzes). Additionally, this means that Fear should no longer be affected/prevented by stability (just like immobilize isn’t).

Another issue is that the movement preventing conditions (Fear and Immobilize) should make movement skills and teleports non-functional for their durations (unless cleansed). There is no reason why a movement controlling condition should be negated by certain classes nearly every time because they have access to short CD teleports on their weapon skills. Making them function in this way would be an indirect buff to skills and traits that both cleanse and have movement functions, and frankly might be a really good thing for Warriors who still need a little love.

It does bring up an interesting issue for players that are both immobilized and feared at the same time, but surely this is easily solved. Perhaps have the most recently applied condition dictate movement, or perhaps have the first applied dictate for its duration before the second dictates movement. Either way is fine really so long as it is consistent.

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Posted by: jportell.2197

jportell.2197

Fear is cleansed by condition cleanse and stun breaker because it is the only one that doubles as both… no other condition in this game is both cc and a condition that is damaging this is thanks to terror. It is like Mesmer interrupt (halting strike trait) or thief mug however it does way more damage than what should be granted for a trait like this especially considering how “spammable” it is compared to steal and the fact that Mesmer interrupts are a lot less reliable at actually getting the damage off….

So yes Fear should be cleared by both condition cleanse and stun breaks because it technically does both. And teleports are not affected by immobilize because usually when you teleport you cannot move using WASD still until the condition wears off. Test this with ranger binding roots and you will see what I mean if you teleport out unless you have cleansed the condition it is still on you for its duration.

Johnny The Gray
GASM’s Bunker Mesmer

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Posted by: Lopez.7369

Lopez.7369

A guess: The change is probably being made by going through the back end of how stun and daze increases impact fear, so it will likely nerf Melandru runes as well.

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Posted by: Myrmidian Eudoros.4671

Myrmidian Eudoros.4671

Fear is cleansed by condition cleanse and stun breaker because it is the only one that doubles as both… no other condition in this game is both cc and a condition that is damaging this is thanks to terror. …
So yes Fear should be cleared by both condition cleanse and stun breaks because it technically does both. …

No. My point is that Fear shouldn’t be both, and so it should not be effected by both condi cleanse and stun break. Your comparison to Halting Strike only holds for the scenario where Fear continues to be a stun (which I premise that it should not be). I am perfectly aware of the functionality of immobilize + teleport, and that was my point. Why should classes with teleports be able to circumvent the function of these conditions without cleansing while classes without teleports are at extreme risk when affected by them? The value of immobilize is that you cannot avoid a burst or application of further conditions through movement or dodging (unless you have a weapon skill that evades, which is another issue that I think is unacceptable), and so it should be with fear. Allow skill use while a target is feared and eliminate the dual functionality of condition/stun. In practice this is a nerf to the effect of Fear, particularly in skilled play where players will know to make it a priority cleanse in order to avoid the burst that is certain to come. The implication of DS3 no longer interrupting Heals alone would be massively impactful, but Necro also has the option to run a warhorn off-hand for that functionality (though its cast time should be shorter on #4 if Fear is balanced this way).

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Posted by: jportell.2197

jportell.2197

I would actually rather have fear stay as a CC and no longer as a damaging condition. This would of course require a rework to terror but it would overall be good for a community. People usually run one stunbreak and one condi cleanse on their bar (some classes are lucky for it to be both) However having fear plus other conditions on you if you are one of the unlucky classes that doesn’t get a stunbreak and condi cleanse in one are going to down way faster thanks to the way fear operates now.

Johnny The Gray
GASM’s Bunker Mesmer

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Posted by: hharry.1967

hharry.1967

Daze also counts as a cc (breaks with stun breakers) and also as a condition (breaks with condi clear). Would it mean it will be changed just like fear? I actually like the idea how them both (being able to be cleared both ways) being knock downs the only REAL stun.

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Posted by: jportell.2197

jportell.2197

Daze also counts as a cc (breaks with stun breakers) and also as a condition (breaks with condi clear). Would it mean it will be changed just like fear? I actually like the idea how them both (being able to be cleared both ways) being knock downs the only REAL stun.

Except daze can’t be cleared by condi cleanse that isn’t also a stunbreaker.

Johnny The Gray
GASM’s Bunker Mesmer

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Posted by: Myrmidian Eudoros.4671

Myrmidian Eudoros.4671

I would actually rather have fear stay as a CC and no longer as a damaging condition. This would of course require a rework to terror but it would overall be good for a community. People usually run one stunbreak and one condi cleanse on their bar (some classes are lucky for it to be both) However having fear plus other conditions on you if you are one of the unlucky classes that doesn’t get a stunbreak and condi cleanse in one are going to down way faster thanks to the way fear operates now.

That would be acceptable other than the fact that it would make condition necro completely unviable unless you assign a babysitter again.

You are right. People usually carry one cleanse and one stunbreak. Why is it so bad to have a viable build that can overpower that setup and force a meta shift to 2 stun breaks or 2 condi cleanses on 1v1 focused characters like close point defenders for certain comps? I think it adds more depth and more flavor to tPvP if there are more viable ways to accomplish certain roles. Counter comping during the wait for a match to start would become much more critical and much more skill based decision making. I like that.

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Posted by: hharry.1967

hharry.1967

Daze also counts as a cc (breaks with stun breakers) and also as a condition (breaks with condi clear). Would it mean it will be changed just like fear? I actually like the idea how them both (being able to be cleared both ways) being knock downs the only REAL stun.

Except daze can’t be cleared by condi cleanse that isn’t also a stunbreaker.

You sure? Im sure i cleanse it with a few non stun breakers….

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Posted by: stof.9341

stof.9341

If fear is no longer a condition, Spite will not increase it’s duration at all anymore.

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Posted by: jportell.2197

jportell.2197

Daze also counts as a cc (breaks with stun breakers) and also as a condition (breaks with condi clear). Would it mean it will be changed just like fear? I actually like the idea how them both (being able to be cleared both ways) being knock downs the only REAL stun.

Except daze can’t be cleared by condi cleanse that isn’t also a stunbreaker.

You sure? Im sure i cleanse it with a few non stun breakers….

Are they instant cast skills? If so I can see it. But other skills that aren’t instant cast but condi cleanses do not clear the stun of this I am sure (Main is a Mesmer once we get locked down they toss us around like rag dolls)

Johnny The Gray
GASM’s Bunker Mesmer

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Posted by: hharry.1967

hharry.1967

Yes, i mean obviously if it is not instant cast you can cleanse it because you cant use it, duh /facepalm. But if the cleanse lands it removes daze.