At the beginning of daoc it's was a pain in the bongo, but by TOA it actually added just that little something in PVP that made it a little more strategic. They were so many abilities to counter it + immunity timer.
No . The far worse thing of DAOC was /stick and /assist.
At the beginning of daoc it's was a pain in the bongo, but by TOA it actually added just that little something in PVP that made it a little more strategic. They were so many abilities to counter it + immunity timer.
No . The far worse thing of DAOC was /stick and /assist.
I want stick, fface such a jumble of graphics and things to click I need it
I was always looking for a similiar system in games beside DAoC. All failed. Consequence is the keyword. Its hardcore. Longduration would be even more awesome. Thats where positioning really begin.
Stun shouldn't be like 10 seconds ... Well, at least there should be more utilities to break a stun.
I was always looking for a similiar system in games beside DAoC. All failed. Consequence is the keyword. Its hardcore. Longduration would be even more awesome. Thats where positioning really begin.
Stun shouldn't be like 10 seconds ... Well, at least there should be more utilities to break a stun.
Maybe stun should not break for first half of it...and break on damage after?
CC in daoc was only a problem for starters, when you had bad equip with low resi, low rank with now ra´s to counter. That should be reworked, dont have a 1 min mezz, lower the max time, start with like 20 sec max base and allow abilities to lower it to like 9 sec (stun duration) for casters/supporter and even lower for melee. For stun, just add a positive effect to it, 80% dmg absorb while stuned and it will be less of a problem.
CC in daoc was only a problem for starters, when you had bad equip with low resi, low rank with now ra´s to counter. That should be reworked, dont have a 1 min mezz, lower the max time, start with like 20 sec max base and allow abilities to lower it to like 9 sec (stun duration) for casters/supporter and even lower for melee. For stun, just add a positive effect to it, 80% dmg absorb while stuned and it will be less of a problem.
20 sec mez sounds about right. The winning side has an advantage, but not the ability to take down large numbers of enemies due to Purge-abilities being down.
CC in daoc was only a problem for starters, when you had bad equip with low resi, low rank with now ra´s to counter. That should be reworked, dont have a 1 min mezz, lower the max time, start with like 20 sec max base and allow abilities to lower it to like 9 sec (stun duration) for casters/supporter and even lower for melee. For stun, just add a positive effect to it, 80% dmg absorb while stuned and it will be less of a problem.
20 sec mez sounds about right. The winning side has an advantage, but not the ability to take down large numbers of enemies due to Purge-abilities being down.
This all depends on TTK though. If the average group fight lasts 4 minutes, a 20(max) second mezz is a blink. Even before we consider things that lower it/purge it/clear it.
Comments
At the beginning of daoc it's was a pain in the bongo, but by TOA it actually added just that little something in PVP that made it a little more strategic. They were so many abilities to counter it + immunity timer.
No . The far worse thing of DAOC was /stick and /assist.
I want stick, fface such a jumble of graphics and things to click I need it
I was always looking for a similiar system in games beside DAoC. All failed. Consequence is the keyword. Its hardcore. Longduration would be even more awesome. Thats where positioning really begin.
Stun shouldn't be like 10 seconds ... Well, at least there should be more utilities to break a stun.
Maybe stun should not break for first half of it...and break on damage after?
or 3 hits break a stun
CC in daoc was only a problem for starters, when you had bad equip with low resi, low rank with now ra´s to counter. That should be reworked, dont have a 1 min mezz, lower the max time, start with like 20 sec max base and allow abilities to lower it to like 9 sec (stun duration) for casters/supporter and even lower for melee. For stun, just add a positive effect to it, 80% dmg absorb while stuned and it will be less of a problem.
20 sec mez sounds about right. The winning side has an advantage, but not the ability to take down large numbers of enemies due to Purge-abilities being down.
This all depends on TTK though. If the average group fight lasts 4 minutes, a 20(max) second mezz is a blink. Even before we consider things that lower it/purge it/clear it.