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similar to Strong Will buff after stun\knockdown


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#1 KuroiKoneko

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Posted 25 January 2015 - 04:52 PM

it's should be good if after player stun\knockdown skill\shock rune (not pet or mob\boss) target will get Strong Will or similar buff what already have Frost Diver Magician skill to prevent stunlock especially on colo\woe

or remove this Strong Will buff from Frost Diver skill, hehe

Edited by KuroiKoneko, 25 January 2015 - 04:53 PM.

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#2 MingMei

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Posted 25 January 2015 - 05:29 PM

i kinda agree that there should be a limitation to CC 

though there should be accompanying change to damage and skill in general

 


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#3 Greven79

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Posted 26 January 2015 - 12:59 AM

it's should be good if after player stun\knockdown skill\shock rune (not pet or mob\boss) target will get Strong Will or similar buff what already have Frost Diver Magician skill to prevent stunlock especially on colo\woe

or remove this Strong Will buff from Frost Diver skill, hehe

 

As I've said already, stun skills have a high starting cooldown of about 20sec. This is meant to prevent a frequent recast. Frost Diver only has a cooldown of 5sec and on contrast to stun skills, applies a debuff that cuts the duration of successive freeze down..

 

Advantage: Magicians can use Frost Diver against different targets in a quick succession.

Disadvantage: The debuff duration isn't affected by vigor - as is the cooldown of normal stun skills.

 

Sure, it would make sense to have all the skills use the same mechanic.  This means that either Frost Diver would be similar to an Archer's Anglesnare (30sec starting cooldown) or that other stun skills would have a 3~5sec cooldown (depends on stun duration) and would apply a 'less effective' debuff as well. But neither change would improve the game balance.

 

Result: Lower the vigor rate significantly instead.

 

This can be achieved by altering both the vigor and cast speed formula (they are the same anyways) and would ensure that the recast capabilities of 'normal' stun skills are more similar to the debuff duration of Freeze..


Edited by Greven79, 26 January 2015 - 01:03 AM.

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#4 Sowlemia

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Posted 26 January 2015 - 01:21 AM

At this moment, it should be nice to have that buff on the other hand, the server won't be filled by the way i call "kikoo night", you only need 2 or 3 fingers maximum in order to play knight class, because of the high vigor you can perma stun the target which is annoying.

 

The same fact happens with monk class and priest of course and in that case sin, 


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#5 KuroiKoneko

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Posted 26 January 2015 - 02:50 AM

As I've said already, stun skills have a high starting cooldown of about 20sec. This is meant to prevent a frequent recast. Frost Diver only has a cooldown of 5sec and on contrast to stun skills, applies a debuff that cuts the duration of successive freeze down..

 

Advantage: Magicians can use Frost Diver against different targets in a quick succession.

Disadvantage: The debuff duration isn't affected by vigor - as is the cooldown of normal stun skills.

 

Sure, it would make sense to have all the skills use the same mechanic.  This means that either Frost Diver would be similar to an Archer's Anglesnare (30sec starting cooldown) or that other stun skills would have a 3~5sec cooldown (depends on stun duration) and would apply a 'less effective' debuff as well. But neither change would improve the game balance.

 

Result: Lower the vigor rate significantly instead.

 

This can be achieved by altering both the vigor and cast speed formula (they are the same anyways) and would ensure that the recast capabilities of 'normal' stun skills are more similar to the debuff duration of Freeze..

 

what then if several people stun or knock down one player on colo or woe?

idk about you but i don't like to be gangbanged lol

 

and yea decreasing monks Lighting Walk to 2 or 3sec should be nice, 5sec is too OP


Edited by KuroiKoneko, 26 January 2015 - 02:53 AM.

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#6 Greven79

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Posted 26 January 2015 - 07:34 AM

what then if several people stun or knock down one player on colo or woe?

idk about you but i don't like to be gangbanged lol

 

I explained the mechanical differences, showed the advantages / disadvantages of either version and questioned the reason why one version might be inbalanced. I wouldn't even care, if all the CC skills would have both a 20sec+ starting cooldown AND cause a 20sec debuff, because I can still remember the times, where a Sorcerer could bring up a potentially lethal Frost-Diver + Jupitel-Thunder combo every 5sec.


Edited by Greven79, 26 January 2015 - 07:37 AM.

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#7 KuroiKoneko

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Posted 28 April 2015 - 06:28 PM

bumps to nerf chainstuns~
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#8 Lexarte

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Posted 29 April 2015 - 01:22 AM

what then if several people stun or knock down one player on colo or woe?
idk about you but i don't like to be gangbanged lol

and yea decreasing monks Lighting Walk to 2 or 3sec should be nice, 5sec is too OP


Gfist tooks 4-5 seconds to cast
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#9 kamuxo

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Posted 29 April 2015 - 05:45 AM

As I've said already, stun skills have a high starting cooldown of about 20sec. This is meant to prevent a frequent recast. Frost Diver only has a cooldown of 5sec and on contrast to stun skills, applies a debuff that cuts the duration of successive freeze down..

 

Advantage: Magicians can use Frost Diver against different targets in a quick succession.

Disadvantage: The debuff duration isn't affected by vigor - as is the cooldown of normal stun skills.

 

Sure, it would make sense to have all the skills use the same mechanic.  This means that either Frost Diver would be similar to an Archer's Anglesnare (30sec starting cooldown) or that other stun skills would have a 3~5sec cooldown (depends on stun duration) and would apply a 'less effective' debuff as well. But neither change would improve the game balance.

 

Result: Lower the vigor rate significantly instead.

 

This can be achieved by altering both the vigor and cast speed formula (they are the same anyways) and would ensure that the recast capabilities of 'normal' stun skills are more similar to the debuff duration of Freeze..

 

Completly agree, but i think that we need urgently modify the amount of vigor for each class, is insane that only few classes have high amount of vigor versus others like rogue and monk, the end gear must have similar amounts of vigor without flame runes and honings.

 

 

what then if several people stun or knock down one player on colo or woe?

idk about you but i don't like to be gangbanged lol

 

and yea decreasing monks Lighting Walk to 2 or 3sec should be nice, 5sec is too OP

 

In colo you can not be permanent knock down, except if is a rogue or monk and use dirty plan/summon sphere, but in max level this have a severe CD. Different is the case of swordman class that have 1 stun and 1 knockdown. Anyway in woe is other thing, you can be one shotted for high crit of ultimate skills, high damage of skills boosted with BT or siege weapon damage + cancel heal of catapult + morter. The real problem is not about the debuff duration, is the skill damage and cooldown. If all end game tiers gives the same vigor, and all CD of skill debuffs will be the same except for AoE debuffs (swordman and priest for example) that must be have high CD, can be posible have a little of balance here, but is not.


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