Tone Down Revive
What? Its often almost impossible to rezz with all this aoe cleave, traps and all that other annoying stuff
The only thing that has a chance of ressing someone is guardians with their moronic amounts of CC and area denial and druids with SnR – which is a lost utility slot that most druids are too bad to use anyway.
If you start stomping and ressing at same time, ressing always win (unless damage was dealth to target meanwhile). This often gives the resser an advantage. It should be made that reviving take aprox 1 sec longer, so stomping gets the ‘first strike’ advantage.
No excuse anymore for not giving ‘hide mounts’-option
No thanks to unidentified weapons.
I’m going to have to side with Malediktus and afrocrusade; revive is fine as is. Revive is just as much of a calculated risk as finishing is. It makes sense that some classes would have the tools to mitigate some of the risk, as annoying as it is some times. It’s still 2-7 seconds where that character is doing nothing else.
And any change to base revive would have to take into account all of the traits that affect revive or the downed state. Some classes are just easier to revive.
As a counter proposal: How about something to make finishing easier instead of making reviving harder. Like an inverted Rune of Mercy.
So instead of revive bonuses, something like…
Superior Rune of Cruelty
(1): +25 Condition Damage
(2): Gain up to 400 Toughness while finishing a foe, based on your level.
(3): +50 Condition Damage
(4): +15% Poison Duration
(5): +100 Condition Damage
(6): You finish foes 20% faster.
Just a thought.
He’s right about reviving being too fast nowadays. 1v2s are much harder to win as example because the 2nd opponent will almost always be able to revive faster than you can stomp and with so much stability in the game now, it’s pretty exploitable.
This is highly responsible for why 10,5,5,5,5 vs. 6,6,6,6,6 splits don’t work. The 10 “who is being expected by algorithm to carry his 5s” cannot effectively 1v2 and win in this meta due to revive speeds.
Base revive speed could be turned down 10% as a start. See how it fairs.
He’s right about reviving being too fast nowadays. 1v2s are much harder to win as example because the 2nd opponent will almost always be able to revive faster than you can stomp and with so much stability in the game now, it’s pretty exploitable.
This is highly responsible for why 10,5,5,5,5 vs. 6,6,6,6,6 splits don’t work. The 10 “who is being expected by algorithm to carry his 5s” cannot effectively 1v2 and win in this meta due to revive speeds.
Base revive speed could be turned down 10% as a start. See how it fairs.
Winning a 1v2 should be impossible in a balanced match anyway. So I dont see an issue with 2v1 becoming harder
Completely disagree with that statement. What this game needs is a structure where a strong player can carry harder with the physics provided. Downing revive speed, even slightly, would allow more ability to outplay in outnumbered fights.
agree with Trevor. Geting up someone is only a problem if more then one attacks the downed (area included). I play ele and i regulary overload over a downend which works well most of the time, but when i go for an invul rezz if there is only one oponent attacking rezz works.
I personaly would completely remove all down skills…. Down is helpless and out of combat you start to heal up.
I think if you look at competitive games, it is clear that rezzing is too strong, the main offender being scrapper, but traited SnR from ranger also. It is basically quickness rez 2.0 except that only 2 classes can provide it. To a large extent, this is even the main reason for the meta status of scrapper in competitive PvP.
Basically when you look at those games, it feels like 3 people rezzing (+gyro) is stronger than 4 persons cleaving which I think should not be the case. You should also take into account that a lot of CD (bursts and CC) has probably been invested to get the kill in the first place, limiting the amount that can be provided to finish the downed.
If you have a pocket scrapper, reviving is ridiculous. If you want to tone down revive power, that’s the class to look at first.
downed state shouldnt exist in pvp altogether
its a fancy pve thing and all that, but its not for pvp
I think if you look at competitive games, it is clear that rezzing is too strong, the main offender being scrapper, but traited SnR from ranger also. It is basically quickness rez 2.0 except that only 2 classes can provide it. To a large extent, this is even the main reason for the meta status of scrapper in competitive PvP.
Basically when you look at those games, it feels like 3 people rezzing (+gyro) is stronger than 4 persons cleaving which I think should not be the case. You should also take into account that a lot of CD (bursts and CC) has probably been invested to get the kill in the first place, limiting the amount that can be provided to finish the downed.
This.
Stomping and rezzing are entirely broken because less than half the classes have extremely strong skills for either rezzing or stomping, and one class has the strongest rez and stomp skill.
I’m okay with the downed mechanic in general but no class should have a guaranteed stomp or guaranteed rez, yet here we are with instastomp thieves and instarez scrappers as well as aoe super-rez from mesmers and auto-stomp from scrappers (inb4 “just cleave/CC the gyro!” it has 21k health and more armor than a bunker guard as well as 3 stacks of stability that refreshes every 5 seconds)
I like the downstate function of the game and it isn’t broken, it just needs a bit of polishing after HoT was released.
Scrapper gyro reviving/stomping does need to be reviewed. It’s effectively +1 player in a team fight “concerning reviving/stomping” and one that doesn’t need to worry about repercussions of cleave damage while doing it.
Scrapper elite mechanic is to Rez/stomp with function gyro however it is a little to frequent.Nerf the cd from 20sec icd to 30 that is all
When a legit strategy is for your necro to die on top of your engi until the other team takes to much counter cleave it needs to be toned down.
if down state had really useful skills it could be better
as for now party member hardly try to ress unless its secure res and for stomps most cleave and hardly stomp unless its secure stomp
Downed state is kind of corny. It was added to make the game look different than wow. Ultimately it doesn’t mean you actually are fighting to survive like real life. It means u get a second hp bar where you were less flashy and sitting. In pve i would bet players would prefer that extra downed hp to their walking character with downed state removed and res corpses active.
As for pvp noone really likes it. Maybe a few but I doubt the majority do if you were to vote.
Just speaking true.
If we’re going to call for stomp/rez buffs/nerfs, we’re going to have to be very careful about it.
Be mindful that the slightest buffage/nerfage could result in further imbalance; if stomps are buffed to a point they can out-stomp specialized rez’s, then there will no longer be any point to rezzing.
If we’re going to call for stomp/rez buffs/nerfs, we’re going to have to be very careful about it.
Be mindful that the slightest buffage/nerfage could result in further imbalance; if stomps are buffed to a point they can out-stomp specialized rez’s, then there will no longer be any point to rezzing.
I think most people here are calling for the abolishment of the specialized stomps and rezzes, especially since they’re not equally distributed among the classes.
If we’re going to call for stomp/rez buffs/nerfs, we’re going to have to be very careful about it.
Be mindful that the slightest buffage/nerfage could result in further imbalance; if stomps are buffed to a point they can out-stomp specialized rez’s, then there will no longer be any point to rezzing.
I think most people here are calling for the abolishment of the specialized stomps and rezzes, especially since they’re not equally distributed among the classes.
Wouldn’t that make Warbanner useless?
Learn as much mending and medical info as possible so that it can be added to the Dream.
Become the first Chief of Mending and guide the newly awaken as well as those who want to learn.
If we’re going to call for stomp/rez buffs/nerfs, we’re going to have to be very careful about it.
Be mindful that the slightest buffage/nerfage could result in further imbalance; if stomps are buffed to a point they can out-stomp specialized rez’s, then there will no longer be any point to rezzing.
I think most people here are calling for the abolishment of the specialized stomps and rezzes, especially since they’re not equally distributed among the classes.
Wouldn’t that make Warbanner useless?
I couldn’t tell you the last time I saw someone using it (100% of warriors I’ve played with/against use headbutt), so I’d say it’s already quite useless.
I agree. I’ve seen some skillful revives, but still I think that reviving should be toned down.
I make PvP & WvW videos
If we’re going to call for stomp/rez buffs/nerfs, we’re going to have to be very careful about it.
Be mindful that the slightest buffage/nerfage could result in further imbalance; if stomps are buffed to a point they can out-stomp specialized rez’s, then there will no longer be any point to rezzing.
I think most people here are calling for the abolishment of the specialized stomps and rezzes, especially since they’re not equally distributed among the classes.
Wouldn’t that make Warbanner useless?
I couldn’t tell you the last time I saw someone using it (100% of warriors I’ve played with/against use headbutt), so I’d say it’s already quite useless.
That’s not a fair analysis. You are referring to an elite spec. Look at Mesmer for example, not all of us use the elite well. It goes to show there may be a spec that fits better with banner than otherwise.
Learn as much mending and medical info as possible so that it can be added to the Dream.
Become the first Chief of Mending and guide the newly awaken as well as those who want to learn.
This is something we’ve been monitoring for a while. We’re looking at a couple of different options here, but we do need to be careful making changes to something that is so integral to PvP gameplay (and as a note, we’d be making changes to PvP only).
Below are some suggestions I’ve seen on this forum over the past few months. We wouldn’t do all of them of course, but I figured I’d throw them out and see how you folks feel about them.
- Implement 1-to-1 rally policy, similar to WvW. This means that only 1 player would rally per enemy killed, rather than up to 5. Would likely be the downed ally closest to the enemy player.
- Cap the range at which someone can rally.
- Bring back PvE-downstate policy
- Shorten revive/downed “invuln” buff.
- Reduce healing per tick when rezzing.
- Further reduce downstate HP
- Adjust outlier revive skills (Function Gyro)
I’d say the revive speed should be toned down a bit. Another option would be to increase the effectiveness of poison against downed enemies, maybe even make the res of posioned downed players impossible. That way you’d have to cleanse before ressing, giving the stomping/cleaving team an advantage. Nowadays I often see resses working despite poison, which is supposed to be countering it.
- Implement 1-to-1 rally policy, similar to WvW. This means that only 1 player would rally per enemy killed, rather than up to 5. Would likely be the downed ally closest to the enemy player.
- Cap the range at which someone can rally.
- Bring back PvE-downstate policy
- Shorten revive/downed “invuln” buff.
- Reduce healing per tick when rezzing.
I would be completely fine with doing all of these concurrently. Reviving a downed player should be something that can only really happen after a fight has been won or at least while the player being revived and the player doing the reviving are not under attack. It seems crazy-pants and really frustrating as the attacking player that a player could rez another with some one attacking the both of them the whole time.
I’d be in favor of getting rid of the invuln frames altogether.
Tbh if you just shorten the invuln frame on down you can actually cleave it and engi could keep its main elite mechanic
This is something we’ve been monitoring for a while. We’re looking at a couple of different options here, but we do need to be careful making changes to something that is so integral to PvP gameplay (and as a note, we’d be making changes to PvP only).
Below are some suggestions I’ve seen on this forum over the past few months. We wouldn’t do all of them of course, but I figured I’d throw them out and see how you folks feel about them.
- Implement 1-to-1 rally policy, similar to WvW. This means that only 1 player would rally per enemy killed, rather than up to 5. Would likely be the downed ally closest to the enemy player.
- Cap the range at which someone can rally.
- Bring back PvE-downstate policy
- Shorten revive/downed “invuln” buff.
- Reduce healing per tick when rezzing.
- Further reduce downstate HP
- Adjust outlier revive skills (Function Gyro)
I absolutely think you should adjust (IMO completely delete) the outlier revive skills. In no way is it fair that 2 classes can basically guarantee a revive with 3 people cleaving the downed guy, or that the 3 specialty revive skills (function gyro, war banner, and whatever the purple mesmer dome is) revive at vastly different rates with one being overwhelmingly superior (function gyro rezzes the fastest while being only slightly less likely to fail due to the gyro having a ton of health and armor plus stability).
- Implement 1-to-1 rally policy, similar to WvW. This means that only 1 player would rally per enemy killed, rather than up to 5. Would likely be the downed ally closest to the enemy player.
I would start with this one and then take a measure of things.
De Mortuis Nil Nisi Bonum.
Question why was the pve down policy removed in the first place? Just curious.
- Implement 1-to-1 rally policy, similar to WvW. This means that only 1 player would rally per enemy killed, rather than up to 5. Would likely be the downed ally closest to the enemy player.
- Cap the range at which someone can rally.
- Bring back PvE-downstate policy
- Shorten revive/downed “invuln” buff.
- Adjust outlier revive skills (Function Gyro)
Yes.
- Reduce healing per tick when rezzing.
- Further reduce downstate HP
No.
This is something we’ve been monitoring for a while. We’re looking at a couple of different options here, but we do need to be careful making changes to something that is so integral to PvP gameplay (and as a note, we’d be making changes to PvP only).
Below are some suggestions I’ve seen on this forum over the past few months. We wouldn’t do all of them of course, but I figured I’d throw them out and see how you folks feel about them.
- Implement 1-to-1 rally policy, similar to WvW. This means that only 1 player would rally per enemy killed, rather than up to 5. Would likely be the downed ally closest to the enemy player.
- Cap the range at which someone can rally.
- Bring back PvE-downstate policy
- Shorten revive/downed “invuln” buff.
- Reduce healing per tick when rezzing.
- Further reduce downstate HP
- Adjust outlier revive skills (Function Gyro)
- Shorten revive/downed “invuln” buff.
- Cap the range at which someone can rally.
- Adjust outlier revive skills (Function Gyro)
I personally like the sound of these changes. They would be small, but healthy shavings towards balance.
- Implement 1-to-1 rally policy
I’m on the fence about this. I can see the pro’s and con’s to both sides. So I’d leave it out for now.
- Bring back PvE-downstate
Na. While I can understand the appeal, I feel this effect snowballs too far in the stomper’s favor. To the point where rezzing is a burden, not a virtue.
- Reduce healing per tick when rezzing.
I’m against this. Team-coordinated rezzes are high-risk high-reward, imo. And professions without specialized rez’s should not be punished for the few who do.
- Further reduce downstate HP
I am against this as well. Reducing downstate HP would only bring more reward for cleave than stomping. Also, I feel like rez’s would occur faster, which would further make stomps obsolete.
(edited by Razor.9872)
Question why was the pve down policy removed in the first place? Just curious.
Popping back up in the middle of an aoe with a third of your health and no buffs (and potentially still having condi’s on you from downstate) and immediately going back into downstate happens too many times and is too random as it is. I’m okay with it happening a lot, I’m not okay with it being random/unintentional.
Especially since downed players don’t trigger traps, a valid strategy is to drop a bunch of traps on a downed guy then let him rez himself (5-15 seconds depending on class, if nobody’kittenting him), he’ll pop back up with almost no health and get eaten by the traps which will trigger before he has control of his character again and has no chance to block/dodge and go back into downstate. A player in downstate for extended periods of time (up to 45 seconds from one set of traps this way) is way worse than a dead player that will rez in 15 seconds.
Something else to be looked at: the amount of health the rezzed player comes back with.
When some one gets rezzed they come back with half health, and their heal is usually off cooldown by then so they immediately heal, and for a lot of heals, that takes them straight back to full health; essentially almost completely resetting the fight. But I suppose just bringing back the downstate penalty might be sufficient.
This is something we’ve been monitoring for a while. We’re looking at a couple of different options here, but we do need to be careful making changes to something that is so integral to PvP gameplay (and as a note, we’d be making changes to PvP only).
Below are some suggestions I’ve seen on this forum over the past few months. We wouldn’t do all of them of course, but I figured I’d throw them out and see how you folks feel about them.
- Implement 1-to-1 rally policy, similar to WvW. This means that only 1 player would rally per enemy killed, rather than up to 5. Would likely be the downed ally closest to the enemy player.
- Cap the range at which someone can rally.
- Bring back PvE-downstate policy
- Shorten revive/downed “invuln” buff.
- Reduce healing per tick when rezzing.
- Further reduce downstate HP
- Adjust outlier revive skills (Function Gyro)
Implement 1-to-1 rally policy- This should have been it from the get go. The fact that a whole team can rally from 1 kill is pretty crazy considering how important each player is in a match.
Cap the range at which someone can rally- Another QoL change that should be there. Although I can count on my hands how many times this troll rally has occurred, there is nothing worse than being in a 1v1 at home, downing the player, mid stomp animation, then they randomly rally from some other fight happening.
Bring back PvE-downstate policy- I am not so sure about this. The reward for rezzing will be lowered to oblivion. While this worked in gw1, this would not work in gw2.
Shorten revive/downed “invuln” buff.- Why is there a downstate buff anyway? Plenty of times I have gone to eviscerate someone into the downstate, and the fall into downstate for some other reason, and my eviscerate is invuln blocked. Does not make sense that you are rewarded for being downed. Similarly for revive. The conditions are not removed, so why is power damage limited?
Reduce healing per tick when rezzing- Please if you do this, take a good look at the numbers. Not all classes have the same rezzing power, whether it be stealthing, pets, gyros, shatter invulns, etc. This will hurt 2 classes the most, necromancers and warriors. Now to play devil’s advocate here. In several 1v2s where you down someone, the get rezzed because you cannot out dps the healing of 1 person.
Further reduce downstate HP- synonymous to reducing healing ticks. Same logic from above applies.
Adjust outlier revive skills (Function Gyro)- This should be your focus. Not every class does it. It skews rezzes and stomps. Treat the source not the symptoms.
The reason I address this thread like this is because I do not want to see another nerf like quickness.
Quickness used to be a small subset of classes accessible mechanic. Then it became a boon and harder to balance since it affected stomps and revives in addition to damage. So the increase percentage was reduced and the ability to affect downstate was changed.
Quickness was not the issue. The distribution of quickness was. Warriors suffered greatly for other classes ability to spam the new boon. Here we treated the symptoms and not the root source of the issue and warriors lost a ton of dps.
TLDR
I do not want to be forced to take war banner in order to be able to rez as a warrior because a blanket rez change was created due to a few other class mechanics abusing the system.
Question why was the pve down policy removed in the first place? Just curious.
Popping back up in the middle of an aoe with a third of your health and no buffs (and potentially still having condi’s on you from downstate) and immediately going back into downstate happens too many times and is too random as it is. I’m okay with it happening a lot, I’m not okay with it being random/unintentional.
Especially since downed players don’t trigger traps, a valid strategy is to drop a bunch of traps on a downed guy then let him rez himself (5-15 seconds depending on class, if nobody’kittenting him), he’ll pop back up with almost no health and get eaten by the traps which will trigger before he has control of his character again and has no chance to block/dodge and go back into downstate. A player in downstate for extended periods of time (up to 45 seconds from one set of traps this way) is way worse than a dead player that will rez in 15 seconds.
Wait doesnt the pve downed penality only effect down state health? So what you are saying dosent make sense.
- Implement 1-to-1 rally policy, similar to WvW. This means that only 1 player would rally per enemy killed, rather than up to 5. Would likely be the downed ally closest to the enemy player. —-— YES —--
- Cap the range at which someone can rally. —-—- MAYBE —-—
- Bring back PvE-downstate policy
- Shorten revive/downed “invuln” buff. —-—- YES —-—
- Reduce healing per tick when rezzing. —-— MAYBE —--
- Further reduce downstate HP —-- YES —-—
- Adjust outlier revive skills (Function Gyro) —-- YES —--
“Buff my main class, nerf everything else. "
Question why was the pve down policy removed in the first place? Just curious.
Popping back up in the middle of an aoe with a third of your health and no buffs (and potentially still having condi’s on you from downstate) and immediately going back into downstate happens too many times and is too random as it is. I’m okay with it happening a lot, I’m not okay with it being random/unintentional.
Especially since downed players don’t trigger traps, a valid strategy is to drop a bunch of traps on a downed guy then let him rez himself (5-15 seconds depending on class, if nobody’kittenting him), he’ll pop back up with almost no health and get eaten by the traps which will trigger before he has control of his character again and has no chance to block/dodge and go back into downstate. A player in downstate for extended periods of time (up to 45 seconds from one set of traps this way) is way worse than a dead player that will rez in 15 seconds.
Wait doesnt the pve downed penality only effect down state health? So what you are saying dosent make sense.
No. After a person is rezzed, they come back with a lower health-cap for a while. Be extension, this means their remaining health percentage is also lower, so the lingering condi’s and mid-cast cleave can easily wipe them out.
This is something we’ve been monitoring for a while. We’re looking at a couple of different options here, but we do need to be careful making changes to something that is so integral to PvP gameplay (and as a note, we’d be making changes to PvP only).
Below are some suggestions I’ve seen on this forum over the past few months. We wouldn’t do all of them of course, but I figured I’d throw them out and see how you folks feel about them.
- Implement 1-to-1 rally policy, similar to WvW. This means that only 1 player would rally per enemy killed, rather than up to 5. Would likely be the downed ally closest to the enemy player.
- Cap the range at which someone can rally.
- Bring back PvE-downstate policy
- Shorten revive/downed “invuln” buff.
- Reduce healing per tick when rezzing.
- Further reduce downstate HP
- Adjust outlier revive skills (Function Gyro)
Let me address all of these instead of my rant about specialty rez/stomp skills.
-1:1 rally
Maybe. I see this helping a lot at the lowest levels of PvP (unranked and amber), and I see it hurting a lot at the highest levels of PvP (diamond/legendary). Which IMO is a good indicator of balance. However, a skillful stomp with more than 1 friendly down under the current cap can turn the tide of the game and is 100% skill (since it requires setup and forethought, even if they use a cheese mechanic like thief uppercut-stomp or function gyro) and I don’t see mass-rallies happen on accident frequently enough to matter.
-cap the range for rally
Absolutely 100% agree. Nothing more frustrating than having a good 1v1 on a point, be 99% through your stomp cast, and the guy pops back up for seemingly no reason because their teammate stomped someone on the other side of the map in a totally unrelated fight. The rally range is HUGE currently, and while probably not game-breaking it can be exceedingly frustrating on the comparatively tiny PvP maps.
-bring back PvE downstate
No. Downstate is already enough of a joke in pvp, see my post above about this.
-shorten transition invuln period
Yes, absolutely. It’s ridiculously long now, especially since they can be rezzed during this time. Halve it and make them unable to be interacted with by anybody during it (you’re not bandaging a guy literally while he’s still falling over anyway).
-reduce healing per tick while rezzing
No, this will just make the specialty rez abilities even more valuable and comparatively significantly more powerful. And especially without major nerfs across the board to stomping/cleaving it would basically mean if you don’t have an engi standing on your toes when you go down you’re guaranteed to die.
-further reduce downstate HP
No, for the same reason as you don’t nerf downstate healing. Would basically mean the only rezzes that happen happen OOC where they don’t really matter.
-adjust outlier rez abilities
Yes, absolutely. And while you’re at it adjust outlier stomp abilities. Both are entirely too strong to be outliers.
Please nerf cleave.
Tempest, Scrapper, DH, Reaper, Thief or Revenant can kill one rezzer alone. So cleave is definitely op. Kappa.
It’s fantastic how people want the game to be balanced, but always forgot to nerf the “counterpart” of something.
If you nerf rezz, you need to nerf cleaves.
Former Team Captain of ggwp (ESL weekly), GLHF (AG), MIST[CORE] spvp alliance guild.
https://www.reddit.com/r/GuildWars2PvPTeams/
This is something we’ve been monitoring for a while. We’re looking at a couple of different options here, but we do need to be careful making changes to something that is so integral to PvP gameplay (and as a note, we’d be making changes to PvP only).
Below are some suggestions I’ve seen on this forum over the past few months. We wouldn’t do all of them of course, but I figured I’d throw them out and see how you folks feel about them.
- Implement 1-to-1 rally policy, similar to WvW. This means that only 1 player would rally per enemy killed, rather than up to 5. Would likely be the downed ally closest to the enemy player.
- Cap the range at which someone can rally.
- Bring back PvE-downstate policy
- Shorten revive/downed “invuln” buff.
- Reduce healing per tick when rezzing.
- Further reduce downstate HP
- Adjust outlier revive skills (Function Gyro)
removing the downed state is all that needs to be done, but i guess u guys need to find some job to do hence there are all these complications
This is something we’ve been monitoring for a while. We’re looking at a couple of different options here, but we do need to be careful making changes to something that is so integral to PvP gameplay (and as a note, we’d be making changes to PvP only).
Below are some suggestions I’ve seen on this forum over the past few months. We wouldn’t do all of them of course, but I figured I’d throw them out and see how you folks feel about them.
- Implement 1-to-1 rally policy, similar to WvW. This means that only 1 player would rally per enemy killed, rather than up to 5. Would likely be the downed ally closest to the enemy player.
- Cap the range at which someone can rally.
- Bring back PvE-downstate policy
- Shorten revive/downed “invuln” buff.
- Reduce healing per tick when rezzing.
- Further reduce downstate HP
- Adjust outlier revive skills (Function Gyro)
I’m impressed, in other news:
- Shorten revive/downed “invuln” buff.
- Reduce healing per tick when rezzing.
I believe this would be the only necessary changes in my opinion. 1 sec and 10% to start. I believe it should be more punishing to enter downstate in the first place.
(edited by Vicariuz.1605)
Question why was the pve down policy removed in the first place? Just curious.
Popping back up in the middle of an aoe with a third of your health and no buffs (and potentially still having condi’s on you from downstate) and immediately going back into downstate happens too many times and is too random as it is. I’m okay with it happening a lot, I’m not okay with it being random/unintentional.
Especially since downed players don’t trigger traps, a valid strategy is to drop a bunch of traps on a downed guy then let him rez himself (5-15 seconds depending on class, if nobody’kittenting him), he’ll pop back up with almost no health and get eaten by the traps which will trigger before he has control of his character again and has no chance to block/dodge and go back into downstate. A player in downstate for extended periods of time (up to 45 seconds from one set of traps this way) is way worse than a dead player that will rez in 15 seconds.
Wait doesnt the pve downed penality only effect down state health? So what you are saying dosent make sense.
No. After a person is rezzed, they come back with a lower health-cap for a while. Be extension, this means their remaining health percentage is also lower, so the lingering condi’s and mid-cast cleave can easily wipe them out.
Honestly you really confused me so i checked it in game but the down penality only effects downed state health. I always got the same intial health after a rally but the downed health did go ftom 75% to 50% to 25% and 0%. Like the tooltips states.
Please nerf cleave.
Tempest, Scrapper, DH, Reaper, Thief or Revenant can kill one rezzer alone. So cleave is definitely op. Kappa.
It’s fantastic how people want the game to be balanced, but always forgot to nerf the “counterpart” of something.
If you nerf rezz, you need to nerf cleaves.
People have been screaming for damage nerfs since HoT release. Their screams go unheard.
Instead of nerfin rezzing why don’t we nerf stomping.
If you’re going to nerf rez, you need to nerf stomp. make it have to be closer, take more time (or not effected by quickness, unless thats already not effecting it, in which case it needs to take longer.) I swear some classes can somehow stomp faster than others (being on the receiving end). There have been time where its only like a second and then i’m stomped/finished (and no it wasn’t a thief with their op elite skill).
Please give us a keyring…
- Implement 1-to-1 rally policy, similar to WvW. This means that only 1 player would rally per enemy killed, rather than up to 5. Would likely be the downed ally closest to the enemy player.
- Cap the range at which someone can rally.
- Bring back PvE-downstate policy
- Shorten revive/downed “invuln” buff.
- Adjust outlier revive skills (Function Gyro)
Yes.
- Reduce healing per tick when rezzing.
- Further reduce downstate HP
No.
+1
The pve downed penalty would be pretty interesting, maybe just tweak the numbers.
Revive shouldn’t even exist in PvP.
Instead of nerfin rezzing why don’t we nerf stomping.
If you’re going to nerf rez, you need to nerf stomp. make it have to be closer, take more time (or not effected by quickness, unless thats already not effecting it, in which case it needs to take longer.) I swear some classes can somehow stomp faster than others (being on the receiving end). There have been time where its only like a second and then i’m stomped/finished (and no it wasn’t a thief with their op elite skill).
Earth to player, check your reality.
Who even stomps anymore. In a team fight everyone cleaves these days. Try stomping someone in a team fight and 9/10 times you will fail.
I Bought Hot – Revenant | [QQ]