Showing Posts For Jacer.8192:
Today a fellow comrade went “down”. As we he zerged to death I manage to pop my “Signet of Undeath”.
I’m going to take a second and write the EXACT tooltip for “Signet of Undeath”.
Its as follows : Signet Active: Revive up to three downed allies in a targeted area.
WELL that wasnt the case. Because you have WAY to much hp for downed players at the moment, instead of ressing the downed player, the 32k provided hp from the signet just wasnt enough.
This is not a QQ that he wasnt rezzed, it just shows that there is WAY too much hp available to a downed player. This isn’t carebear online. Lower the downed amount of hp.
Its from CoF explore tokens merchant
Currently at 1256 .I’m expecting 1400 ish when gear is all said and done. Bleeds tick for 106 per atm
A lot of good suggestion and feedback on this topic. I agree that a simple modification from removing downed CC would be a step in the right direction. I personally believe that you should get only 50% of your characters total hp in downed state….
I also think that when you go downed and all of the condition dmg or other types of conditions disappear is a HUGE factor that should be reworked.
I kinda see the direction of what Anet (mike furgeson) commented on, but I dont believe that it should be impacting as much as it is now. A lot of objectives can be accomplished when small man roaming. I am not trying to wipe out 40 people with a 5 man squad… Thats not the goal, would be cool though. The simple opinion that 1 more person which could be a lvl 2 stepping into the battleground for first time can achieve more utility and damage by downed mechanic…Thats stupid.
I agree with you to an extent. I believe that it is bad mechanics for when a player reaches 0 hp and becomes down, will LOSE all his conditions he had on him… That doesn’t many ANY sense to me considering the minute hes down you can reapply conditions.
If a player doesn’t lose all conditions when he goes down, that provides dps on his new pool of hp, as well as any targeted or aoe that may hit him after hes down. I believe it is a simple fix, by lowering hp of downed targets from current point, and keeping the conditions that were applied before the character is downed, allowing a marginal amount of dps to be sustained onto the new pool.
I really think that the downed HP for players should not be increased by such a large amount.
Its a challenge to roam and fight larger teams in an open field. The issue I have is when you down someone they are given a huge burst of hp. Basically if your fighting someone with 20k hp, and you down them they receive another 40k hp. Isn’t that pretty much fighting 3x times the initial amount?
It is valid to say that you should stomp them. But when your outmanned, in most situations your kiting enemy team with roots, cc, dmg…. You try and stomp someone for 4 seconds while the rest of your team is falling back, will provide you with a death.
I would say its unfair, but wvwvw isnt meant to be fair. I would more like to approach this as a failed mechanic. This is the closest game to DAoC that provides some sort of open rvr fun for people who dont want to fight at bridges , or hump keeps all day.
Please look into dropping the hp amount “rewarded” to someone who is downed in pvp. My suggestion being their regular amount of hp OR 50% of their normal hp…. ESPECIALLY since you can still fight while downed, and most classes have a cc ability while downed.