SotG: Invuln = cannot channel. Then, stomp?

SotG: Invuln = cannot channel. Then, stomp?

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Posted by: zone.1073

zone.1073

In the most recent SotG, the devs said that mist-form channeling the buffs on Silent Storm was unintentional. They said they would apply the same principles as seen when invulnerability makes a player unable to cap a point.

Question: If invulnerability makes you unable to cap a point, and makes you unable to channel cap a buff, then what about finishing downed opponents? Why aren’t those same principles applied to stomping people while invulnerable?

One could say, “But then squishies like Mesmers and loleles would struggle to stomp people.” Perhaps that should be the trade-off for building into so much damage? If one does not have the durability to finish downed opponents, why should they be able to bypass their own weaknesses with the cheesy mechanic of invulnerability-stomping?

(edited by zone.1073)

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Posted by: Kylex.5962

Kylex.5962

using a cooldown to stomp somebody is a matter of choice and part of the game mechanics.
your comparing a game changing buff to a stomp (5 points)
2 totally different things.

Wannabe Thief – Chieftain Ninjas

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Posted by: Braxxus.2904

Braxxus.2904

In the most recent SotG, the devs said that mist-form channeling the buffs on Silent Storm was unintentional. They said they would apply the same principles as seen when invulnerability makes a player unable to cap a point.

Question: If invulnerability makes you unable to cap a point, and makes you unable to channel cap a buff, then what about finishing downed opponents? Why aren’t those same principles applied to stomping people while invulnerable?

One could say, “But then squishies like Mesmers and loleles would struggle to stomp people.” Perhaps that should be the trade-off for building into so much damage? If one does not have the durability to finish downed opponents, why should they be able to bypass their own weaknesses with the cheesy mechanic of invulnerability-stomping?

Eles build into… damage?
Wut?

Blackwater Vanguard
Yaks Bend

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Posted by: zone.1073

zone.1073

using a cooldown to stomp somebody is a matter of choice and part of the game mechanics.
your comparing a game changing buff to a stomp (5 points)
2 totally different things.

One could argue that a stomp can dictate the outcome of a team fight, which often leads to a victory in the team fight. Who is to say that stomping is not as important as channeling a Silent Storm buff, or capping a point?

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Posted by: paleeshi.1924

paleeshi.1924

By you logic then you should prevent stability stomping as well.

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Posted by: zone.1073

zone.1073

By you logic then you should prevent stability stomping as well.

Stability =/= invulnerability. A stabilized target can still be pressured off of finishing a downed player, simply through damaging the stabilized target.

The fact that invulnerability-stomping is an actual mechanic also waters down the meaningfulness of stability. There’s a reason why tanky specs tend to have easier access to stability. It’s because they are intended to be better at finishing downed players. However, right now, players can spec into high damage and have no trade-offs with stomping; they can simply invulnerability-stomp to bypass all of the intended weaknesses their spec is supposed to carry.

Devs confirmed that invulnerability is not supposed to let you channel. So, why isn’t this principle applied to stomping as well?

(edited by zone.1073)

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Posted by: Kylex.5962

Kylex.5962

using a cooldown to stomp somebody is a matter of choice and part of the game mechanics.
your comparing a game changing buff to a stomp (5 points)
2 totally different things.

One could argue that a stomp can dictate the outcome of a team fight, which often leads to a victory in the team fight. Who is to say that stomping is not as important as channeling a Silent Storm buff, or capping a point?

But then we could just discuss how timewarp changes EVERY teamfight.
some things are OP, do you agree with Blind stomping?
so many different things.

end of the day, if an ele chooses to mistform stomp, he is then in danger of a thief 1 shotting (highly doubtful to happen, just using this as an example)

Wannabe Thief – Chieftain Ninjas

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Posted by: Braxxus.2904

Braxxus.2904

Get rid of stealth stomping. The other ones are fine imo because they actually require the use of a CD/Utility. Mistform is a long cd just to get that stomp, stability (on wars, guards) is a decent sized utility cd.

Mesmer distortion stomps I’m not sure about considering it’s a baseline ability like thieves cnd.

Blackwater Vanguard
Yaks Bend

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Posted by: hharry.1967

hharry.1967

Eles wasting one of their most precious survival cds to stomp someone, being vulnerable for future bursts, for the exception of a 1v1 fight i dont see how’s that considered overpowered.

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Posted by: lettucemode.3789

lettucemode.3789

Get rid of stealth stomping. The other ones are fine imo because they actually require the use of a CD/Utility. Mistform is a long cd just to get that stomp, stability (on wars, guards) is a decent sized utility cd.

Mesmer distortion stomps I’m not sure about considering it’s a baseline ability like thieves cnd.

Stealth stomping is the least problematic of the stomp enhancements (is that the term?).

Sanctum of Rall
Builds: Facemelter Watch The Health Bar

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Posted by: paleeshi.1924

paleeshi.1924

By you logic then you should prevent stability stomping as well.

Stability =/= invulnerability. A stabilized target can still be pressured off of finishing a downed player, simply through damaging the stabilized target.

The fact that invulnerability-stomping is an actual mechanic also waters down the meaningfulness of stability. There’s a reason why tanky specs tend to have easier access to stability. It’s because they are intended to be better at finishing downed players. However, right now, players can spec into high damage and have no trade-offs with stomping; they can simply invulnerability-stomp to bypass all of the intended weaknesses their spec is supposed to carry.

Devs confirmed that invulnerability is not supposed to let you channel. So, why isn’t this principle applied to stomping as well?

Because I’f im downed I don’t care if you have stability, invisibility, or invulnerability on you. Either way you cannot be interrupted (well except for invisibility, but you might not even know that the player is there). Stability can in many cases give you enough time window (just as invulnerability) to take enough hits to finnish the player.

Also, it’s really interesting how you think that those who play higher survivability classes should have easier to stomp people than the light classes.

Also, most Eles in Spvp now are bunker specs. There are rarely any glass canon ele specs anymore, simply because they die too easy. So now you are contradicting your self. After all, since I’m able to take damage as a bunker ele, it should now justify my mist stomping.

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Posted by: Pyrial.2917

Pyrial.2917

By you logic then you should prevent stability stomping as well.

Stability =/= invulnerability. A stabilized target can still be pressured off of finishing a downed player, simply through damaging the stabilized target.

The fact that invulnerability-stomping is an actual mechanic also waters down the meaningfulness of stability. There’s a reason why tanky specs tend to have easier access to stability. It’s because they are intended to be better at finishing downed players. However, right now, players can spec into high damage and have no trade-offs with stomping; they can simply invulnerability-stomp to bypass all of the intended weaknesses their spec is supposed to carry.

Devs confirmed that invulnerability is not supposed to let you channel. So, why isn’t this principle applied to stomping as well?

No they didn’t, they confirmed you are not supposed to be able to commune with the buffs while invulnerable.

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Posted by: Sand Beagle.9867

Sand Beagle.9867

Mistform stomping is obviously an unintended bug that exploits shoddy game mechanics. If it wasnt, you’d be able to stomp someone while in mistform, rather than having to trigger the stomp animation and then pop mistform.

You also have to consider this:
Mistform = invincibility + stability
1. The invincibility prevents you or your teammates from hurting the ele.
2. The stability prevents you or your teammates from disrupting the ele’s actions.

In this state the ele is unstoppable in whatever actions it is allowed to commit. I believe the only actions originally intended for the ele in mistform state is movement. Anything else and you have the ability to entirely overpower your enemy with absolute impunity.

Such absolution should be extremely conditional, or really not exist at all in a pvp game, since as a guaranteed outcome, it removes any skill factor present in the game. Mistform stomping fully overrides you and your team’s skill, teamwork, strategy, and communication, and provides the ele a guaranteed outcome in his favor.

I propose they either prevent mistform stomping, or make it so you can stomp properly in mistform (ie not have to trigger the animation and then pop it), but remove the stability, so the ele has to use stability + mistform if he wants a guaranteed stomp.

(edited by Sand Beagle.9867)

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Posted by: hooma.9642

hooma.9642

i think if invincibility would not help anymore to safe a stomp it would equal some of the lesser downed skill nr.2 a bit with that from thief, mesmer or ele where u can always prevent for 100% the first stomp try.

they where still weaker but at least the stomping team has stability up or better team communication to secure a stomp

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Posted by: hharry.1967

hharry.1967

Mistform does not give stability lol, its just immune. However immune also prevents you from getting knocked down/stunned.

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Posted by: paleeshi.1924

paleeshi.1924

I see no one even mentioning Elixir S. :P

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Posted by: dreztina.4820

dreztina.4820

Do you really enjoy the downed state mechanic so much that you want to force people to build teams around the goal of stomping?

Out of Attunement – D/D Ele
Maguuma

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Posted by: Sand Beagle.9867

Sand Beagle.9867

Mistform does not give stability lol, its just immune. However immune also prevents you from getting knocked down/stunned.

Hence it gives you stability, ie you cannot be knocked down, stunned, or controlled.

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Posted by: paleeshi.1924

paleeshi.1924

Mistform does not give stability lol, its just immune. However immune also prevents you from getting knocked down/stunned.

Hence it gives you stability, ie you cannot be knocked down, stunned, or controlled.

Uh.. “Morph into an invulnerable, vaporous mist for a brief time.”
In that sentence as you put it yes, it does indirectly give you stability, but only beacuse you are immune to attacks. If you would be able to get CC:ed in mist form then you would not be invulnerable anymore, hence take away the whole point with the skill (which is not to stomp ppl, btw).

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Posted by: Sand Beagle.9867

Sand Beagle.9867

Mistform does not give stability lol, its just immune. However immune also prevents you from getting knocked down/stunned.

Hence it gives you stability, ie you cannot be knocked down, stunned, or controlled.

Uh.. “Morph into an invulnerable, vaporous mist for a brief time.”
In that sentence as you put it yes, it does indirectly give you stability, but only beacuse you are immune to attacks. If you would be able to get CC:ed in mist form then you would not be invulnerable anymore, hence take away the whole point with the skill (which is not to stomp ppl, btw).

Invulnerable means indestructible not immovable, and it directly gives you stability. Indirect stability would be preventing others from CCing you (ie blind), rather than preventing you from being CC’d (balance stance)

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Posted by: paleeshi.1924

paleeshi.1924

Mistform does not give stability lol, its just immune. However immune also prevents you from getting knocked down/stunned.

Hence it gives you stability, ie you cannot be knocked down, stunned, or controlled.

Uh.. “Morph into an invulnerable, vaporous mist for a brief time.”
In that sentence as you put it yes, it does indirectly give you stability, but only beacuse you are immune to attacks. If you would be able to get CC:ed in mist form then you would not be invulnerable anymore, hence take away the whole point with the skill (which is not to stomp ppl, btw).

Invulnerable means indestructible not immovable, and it directly gives you stability. Indirect stability would be preventing others from CCing you (ie blind), rather than preventing you from being CC’d (balance stance)

Well, its true that according to gw2 wiki it “is an effect that prevents the target from taking damage or receiving conditions”. It’s also true that there are some CC skills, like mesmer daze or ele air#5 on dagger don’t deal any actual damage other than the interrupt effect. So a more suitable definition would be that invulnerability makes you immune to all incoming attacks. So, they have to either reconsider the definition of this effect or change its mechanics.

However, I do think the current state of mist form, elixir s, distortion are good as they are and are necessary utilities (beside they do have a long CD). I can understand its issue in spvp (although i think it’s minor problem, mainly cause of the long cool downs and there are other factors as well), but if you would change the mechanics behind it, it would hurt too much in other parts of the game.

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Posted by: XerxesBlack.5892

XerxesBlack.5892

I see no one even mentioning Elixir S. :P

It’s because we actually have to do the drink animation before we can stomp. I “think” that’s one of the arguments here. That you should at least have to commit to the mist form/elixir S/Thief invis before, not during, the stomp.

I think… :b

Beaks N Talons [NERF] – Engineer of the great and mighty Fort Engineer guild!

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Posted by: EaGrimdarK.7849

EaGrimdarK.7849

Mistform does not give stability lol, its just immune. However immune also prevents you from getting knocked down/stunned.

Hence it gives you stability, ie you cannot be knocked down, stunned, or controlled.

Uh.. “Morph into an invulnerable, vaporous mist for a brief time.”
In that sentence as you put it yes, it does indirectly give you stability, but only beacuse you are immune to attacks. If you would be able to get CC:ed in mist form then you would not be invulnerable anymore, hence take away the whole point with the skill (which is not to stomp ppl, btw).

Invulnerable means indestructible not immovable, and it directly gives you stability. Indirect stability would be preventing others from CCing you (ie blind), rather than preventing you from being CC’d (balance stance)

Wut.

If you are invuln, no one can push, pull, knockback, knockdown, blowout, fear or do anything that can move you and it does not grant you Stability, you actually are in the most scientific sense immovable. What you call indirect stability (i.e. blind) is CC. Idk what indirect Stability is supposed to be but its just called CC, thats all its ever been called because it is in no way shape or form stability from anyones stand point in a fight.

Some people here said Mist Form is basically stability, well it’s not because there are still components of CC that go through Stability and not Mist Form.

Listen my internet friend, Stability is an actual buff in the game, not slang we throw around to describe someone who is mitigating cc skills, as you were doing. When I pop Distortion I dont tell my teammates I have stability because I don’t.

Mist Form is just like stone form, its not a buff and it doesnt apply anything, it changes your state of being into that form that provides a ridonkulous amount of protection, and a kitten advantage over most classes in a competitive environment.

If I’m in a tournament and someone is downing a teammate and I am on my Mesmer disrupting a spike, even if people have stability, is easy. I can strip 9 boons from them with a couple key strokes and hit them with either gs 5 or pistol 5 quick enough to stop a stomp(of course this is for clutch situations, generally if someone has stability it doesnt take that much to remove it and cc). Mist Form: “GG bro, sorry, you’re dead because we didnt get to the rez fast enough and can’t CC the ele mist stomping you.”

It takes quick responses and not being crap to stop stomps when people are trying to use aegis or stability to ensure the stomp, it’s literally impossible to stop a Mist Form stomp short of rezzing your teammate. Which is easy unless the Ele is immediately stomping them as they go into downed state, which is the case on most hvt’s in a teamfight.

If you are that upset at GW2 then you just look like an idiot for sticking around. -Bongwizard Slubs

(edited by EaGrimdarK.7849)

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Posted by: Sand Beagle.9867

Sand Beagle.9867

Mistform does not give stability lol, its just immune. However immune also prevents you from getting knocked down/stunned.

Hence it gives you stability, ie you cannot be knocked down, stunned, or controlled.

Uh.. “Morph into an invulnerable, vaporous mist for a brief time.”
In that sentence as you put it yes, it does indirectly give you stability, but only beacuse you are immune to attacks. If you would be able to get CC:ed in mist form then you would not be invulnerable anymore, hence take away the whole point with the skill (which is not to stomp ppl, btw).

Invulnerable means indestructible not immovable, and it directly gives you stability. Indirect stability would be preventing others from CCing you (ie blind), rather than preventing you from being CC’d (balance stance)

Well, its true that according to gw2 wiki it “is an effect that prevents the target from taking damage or receiving conditions”. It’s also true that there are some CC skills, like mesmer daze or ele air#5 on dagger don’t deal any actual damage other than the interrupt effect. So a more suitable definition would be that invulnerability makes you immune to all incoming attacks. So, they have to either reconsider the definition of this effect or change its mechanics.

However, I do think the current state of mist form, elixir s, distortion are good as they are and are necessary utilities (beside they do have a long CD). I can understand its issue in spvp (although i think it’s minor problem, mainly cause of the long cool downs and there are other factors as well), but if you would change the mechanics behind it, it would hurt too much in other parts of the game.

The problem i have with it is that it makes this a half-way issue. Downed state is supposed to give you a chance to be revived after initially being defeated. That’s cool and all and i dont agree with the current implementation of downed state, but since they have it, it doesnt makes sense to have mistform (and other invulnerability skills) work in their current state.

What i mean is invulnerability removes the chance (or makes it extremely unlikely) that the person is going to survive the stomp, since the stomper cant be disrupted or killed. So what is the point in having downed state if you allow for some skills to remove the originally intended chance of getting back up (ie surviving the stomp)?

Either remove downed state or prevent players who are invulnerable from stomping. Half-way never works and always leads to strife. Look at darkfall, which had a random “decap” chance of being instantly killed rather than being downed. That caused a lot of turmoil because it was injecting RNG into their skill based game. Well this is injecting what is akin to RNG because you never know if the person has mistform/invul up so there is always a chance your skill will be overridden by bad game mechanics.

(edited by Sand Beagle.9867)

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Posted by: edruviransu.1029

edruviransu.1029

Either remove downed state or prevent players who are invulnerable from stomping. Half-way never works and always leads to strife. Look at darkfall, which had a random “decap” chance of being instantly killed rather than being downed. That caused a lot of turmoil because it was injecting RNG into their skill based game. Well this is injecting what is akin to RNG because you never know if the person has mistform/invul up so there is always a chance your skill will be overridden by bad game mechanics.

You can always know if someone has mistform/invuln up if you pay attention and communicate well. There’s no RNG or activated modification of skill recharge time. They use their mistform, and you know they don’t have it for 75/60 seconds depending on whether you think they’re running the reduced cooldowns for cantrips trait. There’s nothing RNG-like about that.

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Posted by: hooma.9642

hooma.9642

Either remove downed state or prevent players who are invulnerable from stomping. Half-way never works and always leads to strife. Look at darkfall, which had a random “decap” chance of being instantly killed rather than being downed. That caused a lot of turmoil because it was injecting RNG into their skill based game. Well this is injecting what is akin to RNG because you never know if the person has mistform/invul up so there is always a chance your skill will be overridden by bad game mechanics.

You can always know if someone has mistform/invuln up if you pay attention and communicate well. There’s no RNG or activated modification of skill recharge time. They use their mistform, and you know they don’t have it for 75/60 seconds depending on whether you think they’re running the reduced cooldowns for cantrips trait. There’s nothing RNG-like about that.

he has compared rng to the half half implementation and not that mistform has rng. my english is bad but even i understand that. so there is no need to start a discuss about obvious things.

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Posted by: hharry.1967

hharry.1967

Mist form/elixir S does not give stability, comparing them just because they both provide some immune effect is wrong. Stability doesnt prevent some stuff as roots or slows. while immune prevents EVERYTHING incoming, for the exception of already applied condition.

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Posted by: Sand Beagle.9867

Sand Beagle.9867

Mist form/elixir S does not give stability, comparing them just because they both provide some immune effect is wrong. Stability doesnt prevent some stuff as roots or slows. while immune prevents EVERYTHING incoming, for the exception of already applied condition.

In regard to stomping, stability and “immunity induced stability” are identical, since any differences between them are irrelevant; roots and slows dont prevent someone from stomping.

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Posted by: hooma.9642

hooma.9642

Mist form/elixir S does not give stability, comparing them just because they both provide some immune effect is wrong. Stability doesnt prevent some stuff as roots or slows. while immune prevents EVERYTHING incoming, for the exception of already applied condition.

In regard to stomping, stability and “immunity induced stability” are identical, since any differences between them are irrelevant; roots and slows dont prevent someone from stomping.

yeah the issue is clear, dont know why so many need to jump on that train. it seems very few can derive from problem A that leeds to Problem B and struggle with the words

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Posted by: Silferas.3841

Silferas.3841

If you think about the issue even a little tiny bit, you could see that:
1) you need a dps to down a bunker
2) usually two of them at least
3) if you finally manage to bring down the bunker, you still need to stomp him to start de-capping the node

a) DPS characters have no access to secure stomp → bunkers reign supreme (even more)

b) DPS characters stay as they are → bunker meta issues don’t escalate further into all-tank madness and terrible game mode of MY GUARDIAN HAS SURVIVED THE ARMAGEDDON… TWICE!!!

</thread>
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Posted by: Cirax.9231

Cirax.9231

If you think about the issue even a little tiny bit, you could see that:
1) you need a dps to down a bunker
2) usually two of them at least
3) if you finally manage to bring down the bunker, you still need to stomp him to start de-capping the node

a) DPS characters have no access to secure stomp -> bunkers reign supreme (even more)

b) DPS characters stay as they are -> bunker meta issues don’t escalate further into all-tank madness and terrible game mode of MY GUARDIAN HAS SURVIVED THE ARMAGEDDON… TWICE!!!

</thread>

Good point +1

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Posted by: Avead.5760

Avead.5760

Elixir s mist form and the rest invuln like distortion are on very long cds and ensure that a glassy spec can have a chance of stomping a player in exchange of wasting a higly valuable cd..Why would you want a bunker heavy meta again??
It wouldnt change your lolele problem since there arent squishy loleles anyway for a fact.What it would reinforce is guardian/heavy bunker stale boring zzzzz gameplay
But embrace yourself !!After the d/d sustain nerf the way of focus eles with 7 sec of invuln + cantrip abudance + projectile immunity is coming to ruin your lives once again..
Muahahaha

(edited by Avead.5760)

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Posted by: jportell.2197

jportell.2197

Get rid of stealth stomping. The other ones are fine imo because they actually require the use of a CD/Utility. Mistform is a long cd just to get that stomp, stability (on wars, guards) is a decent sized utility cd.

Mesmer distortion stomps I’m not sure about considering it’s a baseline ability like thieves cnd.

Mesmer distortion stop has a base cooldown of 60 seconds and 45 second cooldown when traited. So we are sacrificing the chance to use that in a Oh kitten moment to get the stomp now. And in these matches a lot changes in 45-60 seconds.

Johnny The Gray
GASM’s Bunker Mesmer

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Posted by: Liewec.2896

Liewec.2896

i think there is a difference between stability/block stomping and godmode stomping,
one can be countered, the other is just a sealed deal.
i think stability/block stomping should be allowed,
but invulnerable stomping is a bit too far.
-
i also think its a bug that you can continue a channel if you activate your godmode during the channel, so you could say godmode stompers are exploiting!

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Posted by: Sand Beagle.9867

Sand Beagle.9867

Yes it is clearly an exploit of bad game mechanics, they have horrible issues all around with stomping and hit-checks in general, ie stomping someone through a sanctuary bubble, standing on the rim of a sanctuary bubble and hitting people inside it, aoe penetrating the bubble, initiating the stomp animation and following through with the stomp even though the person got blown like 10 feet away from you, etc.

They really need to overhaul the whole hit-detection system.

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Posted by: nerva.7940

nerva.7940

things that arent counterable shouldnt be in game. common competitive pvp sense.

Ikiro – 80 Ranger
Umie – 80 Guardian
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Posted by: Durzlla.6295

Durzlla.6295

I fail to see the problem with stealth/invulnerable stomping, I mean sure, if they went invulnerable every 10s it’d be a problem but I don’t think there’s a single invulnerable skill with a CD shorter than 45s, which is a big freaking CD.

IMO, if you can use ANY skills while under the effects you should be able to stomp, IMO invulnerable stomping is the counter to bringing a Rez skill.

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: Avead.5760

Avead.5760

things that arent counterable shouldnt be in game. common competitive pvp sense.

But its counterable..Its countered by not getting downed :P
No seriously..Those are big cds that leave the user usually defenceless.They are not no brainers with no drawbacks and i feel bad that you fail to see that.An ele for example that used mistform is an much easier target for the rest of your team and should be set up for a burst..Assuming of course we are talking about even teamfight cause this kind of stomping makes no sence in 1vs1 and in outnumbering situations you can just say its another disadvantage of many the outnumbered team has.
The whole downed state is a big kitten you to outnumbered encounters

SotG: Invuln = cannot channel. Then, stomp?

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Posted by: zone.1073

zone.1073

^ That argument is ineffective. One cannot just say, “But the poor loleles will be vulnerable after mist form stomping. That’s why they should be able to invulnerability stomp” because devs strictly have already stated: You cannot capture points or channel while invulnerable. If you can, it is unintended. By that same “pity eles” argument, one could say the same thing about channeling buffs: Eles are vulnerable when channeling buffs on Silent Storm, so they should be able to invulnerability channel them. Right? No. Wrong.

This is a matter of consistency. If invulnerability is intended to only work in this way, in this certain situation, then why shouldn’t the same principle be consistent with related game mechanics? Why are players not able to capture points or channel while invulnerable, yet they can invulnerable channel stomps?

tl;dr Devs are saying " 2 + 2 = 4 " in certain situations, but in other situations, " 2 + 2 = 42, the meaning of life." Say what?

(edited by zone.1073)

SotG: Invuln = cannot channel. Then, stomp?

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Posted by: Avead.5760

Avead.5760

^ You can channel and use utilies/heal with a lot invuln skills like mist form or s .
Also the same question can be reversed.Why players should be able to either both cap points /stomp invulnerable or neither cap/stomp invulnerable.Theres no restrictions like this you have to follow to keep things balanced and i already said my arguments about what are the tradebacks and why its ok.You want to finish a downed player in a kittenstorm of aoes..your choice to blow up that powerfull spell and leave yourself vulnerable to burst or find another approach(like causing your own kittenstorm of aoes)
And whats up with the pity loleles thing?You know poor up engies can do that too on lower cd right?? Right? :P :P :P

About consisteny and letting it work with buffs in storm map then i think you can see how broken that would be..One is broken and promotes bringing classes/builds that use them the other is not broken and can be countered(team wise of course) while also could be said that is giving choices to how you play the game.Invuls are not spammable skills that you can afford to waste in serious matches.

(edited by Avead.5760)

SotG: Invuln = cannot channel. Then, stomp?

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Posted by: zone.1073

zone.1073

Also the same question can be reversed.Why players should be able to either both cap points /stomp invulnerable or neither cap/stomp invulnerable.

You already know my response to that. It’s like asking, “Why can’t 2 + 2 = 39? Why does it always have to be 2 + 2 = 4???”

Mechanics need to be consistent.

(edited by zone.1073)

SotG: Invuln = cannot channel. Then, stomp?

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Posted by: Avead.5760

Avead.5760

Yep and my responce is: why 2+2 cant be 39 in this case?Its not like it ruins a whole model of the structure of the universe :P
Im not saying it has to be the way it is.Im just saying that theres not necessarily something bad being that way..at least not in the way you put it with your analogy with numbers.For example if they had mist form at 10 min cooldown you would probably say its bad for the ele for example to use the spell that way since he would be playing crippled for rest of game which is worse than getting a stomp in 1 team fight.I assume that in most cases 1 mist form stomping is not the be all end all dictator of the game considering there are alternatives(and also we set up 10 min cd for the example )
But then your argument about 2+2 must be 4 would still remain and you would consider it an “exploit” that needs nerfing even though in this case you assumed it must be 4 upon generalisations.
In short its their game,their rules and they can achieve balance in many ways..
But personally im good with either way i just disagree with your analogy.What you could do is prove with examples that using invuln for stomping is always or most of times a big advantage and an unfair factor at winning fights..actually it could be true in some cases.

SotG: Invuln = cannot channel. Then, stomp?

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Posted by: Archaon.6245

Archaon.6245

I fail to see the problem with stealth/invulnerable stomping

First of all stealth is way far from invulnerability…you can kill someone in stealth (Oh you can’t see him? Yeah so if you are down and that thief or mez goes stealth he’s going for a picknik for sure or maybe, just maybe, he did that to stomp you? Just saying..) Invulnerable aka mist form stomp it’s way different…you can spam a ton of aoe or interrupts on your downed mate preventing every stealth stomp(And usually killing the thief/mez if he’s dumb enough to try stomping anyway standing in aoes, and you know…thieves don’t have stability…) but nothing can prevent an ele from mist form stomping someone, the only way i know is rezzing him with 3 of you team before his stomp ends.

SotG: Invuln = cannot channel. Then, stomp?

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Posted by: kodesh.2851

kodesh.2851

Has ANet ever given any indication that they would consider removing downed state from pvp? I wouldn’t miss it for a second.

Sizzap – Asura Mesmer, Dragonbrand

SotG: Invuln = cannot channel. Then, stomp?

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Posted by: Hector.6950

Hector.6950

A simple solution would be, don’t make it so that you can kill a downed person while in invurability mode. Problem solved!

SotG: Invuln = cannot channel. Then, stomp?

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Posted by: renegade.4851

renegade.4851

@Hector, no a problem is made by that, some classes have very very limited access to stability while having skills that make them invulnerable. Cloth wearers need these skills in order to survive with their low armor, however when u make it so that invulnerability makes it impossible to stomp then dps’ers with low armor so much less viable, since they won’t be able to stomp ever, they get already downed before the animation is completed

SotG: Invuln = cannot channel. Then, stomp?

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Posted by: Durzlla.6295

Durzlla.6295

I fail to see the problem with stealth/invulnerable stomping

First of all stealth is way far from invulnerability…you can kill someone in stealth (Oh you can’t see him? Yeah so if you are down and that thief or mez goes stealth he’s going for a picknik for sure or maybe, just maybe, he did that to stomp you? Just saying..) Invulnerable aka mist form stomp it’s way different…you can spam a ton of aoe or interrupts on your downed mate preventing every stealth stomp(And usually killing the thief/mez if he’s dumb enough to try stomping anyway standing in aoes, and you know…thieves don’t have stability…) but nothing can prevent an ele from mist form stomping someone, the only way i know is rezzing him with 3 of you team before his stomp ends.

Well if it’s the first time the ally is downed then 1, 0 healing power rezzer > stomping, if you have a fully decked out “rez kitten” warrior then he can get people up by himself faster than a quickness stomp can finish, so i fail to see a problem with the whole “Oh no he’s invuln!” it’s pretty much just a “throw the healer in!” or “Everyone rez him quick!” or pop one of those infamous rez utilities/ulties and then that idiot who popped their invuln, or “oh kitten” button is now standing there naked and alone without any way to escape the imminent burst.

Like i said, i don’t see any issues with it, they pop a long CD to get the opportunity to finish off an enemy without the enemy being able to interrupt, you can still rez him and you can do it a hell of a lot faster than he can stomp.

PS: the “Rez kitten” warrior is the FASTEST rezzer with the normal revive in the game which is why they’re able to pick people up faster than haste stomps, i don’t think anyone else is able to do it… build consists of their healing tree + cleric amulet + mercy runes.

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