Too much rezzing power

Too much rezzing power

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Posted by: Tomiyou.3790

Tomiyou.3790

After playing tons of matches with thief, I started noticing a pattern. Teams which had more rezzing power usually easily won, as there weren’t enough negative consequences of getting downed when the enemy team head druid and dragonhunter. For example: I down a revenant, guard aoe knockback from rezz trait, druid Signet of stone, almost instant rez, druid Celestial Avatar, heal, back. All this time the other team wasted precious CD on skills to interrupt and cleave the enemy, so the enemy team usually won since, the rev that just got rezzed instantly was able to continue with his damage output.

I believe rezzing power should be reduced (make poison 2x as effective, reduce rezzing speed).

On one hand, there is too much rezzing power, while necros are kinda reliant on it (as they are pretty much the most dangerous but the easistet target to kill). Maybe they should give necros something special when they get downed/get rezzed to compensate. It would also fit with the whole class theme.

(edited by Tomiyou.3790)

Too much rezzing power

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

More like stability has been thrown around like candy that you can’t reliably interrupt their process. Both protective reviver and SnR are major traits that come with an opportunity cost, when you think about it they should have bonus effect on ressing. In the past team bunker/support would need to reserve their stability when an ally is calling out that he’s going down (particularly obvious in WvW small group roaming or teamQ), now everyone just spam everything.

Also if you’re running rev or some burst spec, cleaving downed people has about the same speed as stomping one. So it helps with stopping people from ressing players while hurting their team and buying yourself time to interrupt them.

Too much rezzing power

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Posted by: Tomiyou.3790

Tomiyou.3790

More like stability has been thrown around like candy that you can’t reliably interrupt their process. Both protective reviver and SnR are major traits that come with an opportunity cost, when you think about it they should have bonus effect on ressing. In the past team bunker/support would need to reserve their stability when an ally is calling out that he’s going down (particularly obvious in WvW small group roaming or teamQ), now everyone just spam everything.

Also if you’re running rev or some burst spec, cleaving downed people has about the same speed as stomping one. So it helps with stopping people from ressing players while hurting their team and buying yourself time to interrupt them.

Problem is, that dragonhunter knocks you back and I play invocation rev (no stab). It’s just sorta disheartening, to waste tons of cooldowns to down a rev or a necro with all the cc spam and healing flying around, then get interrupted by dh trap and targets rezzes. But I feel Anet likes this mechanic in esl PvP, even tho it’s the most lame thing that happens to me in PvP. Just shows how Anets plans differ with the majority of players, who don’t like the power creep.

Too much rezzing power

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

You can’t have all I guess, invocation provided significant damage boost throughout the match but you don’t get the benefit of retribution. Indeed it is disheartening to see the player you downed got res up, but it just so happen that DH’s knockbacks and traps counter anyone who doesn’t have good stability uptime.

I don’t think the problem is with ANet catering ESL, sometimes it can be the opposite since HoT specs provide a lot more tools to general population (so less team coordination is needed to play at decent level), be that CC, stability or whatnot.

EDIT: tbh look at how far we’ve gone in this power creep, we have so much CC and stability at the same time that you get countered even when only running stun breaks.

(edited by NICENIKESHOE.7128)

Too much rezzing power

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Posted by: suffish.4150

suffish.4150

To be honest I think res power is fines it is. Sure engi and druid have a lot of res power, but they have to use a lot of cooldowns to secure the res which leaves them vulnerable to focus after getting the res (especially Druid which will be caught with no stability or signets if they used them all for the res). The problem is that the team usually keeps focusing the target that went down when they should be focusing the player that just used a lot of cooldowns on the revive, which if enough cleave was used, they would have had to.

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