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apharma.3741

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  1. > @"CutesySylveon.8290" said: > > @"apharma.3741" said: > > > @"CutesySylveon.8290" said: > > > > @"apharma.3741" said: > > > > > @"CutesySylveon.8290" said: > > > > > > @"apharma.3741" said: > > > > > > > @"CutesySylveon.8290" said: > > > > > > > > @"apharma.3741" said: > > > > > > > > Honestly this post highlights a serious issue, that soulbeast in WvW needs to be brought much closer to PvP and should be nerfed in WvW. > > > > > > > > > > > > > > > > Not joking, PvP and WvW balance should be incredibly close in my opinion, most things that are too strong in one mode can be changed in a way that fixes it in one mode and is no change to the other....assuming the skills team graciously allows the balance team to make a change. > > > > > > > > > > > > > > Absolutely not, they're completely different game modes that function on completely different criteria and have their own metas. You can't balance a giant open map game mode with 50+ people per 3 sides with a 5v5 game mode standard. This also isn't even taking into account that every stat, rune, and sigil is available and unnerfed in WvW. > > > > > > > > > > > > I know there are differences but as the OP stated in the very first post, the difference between the 2 modes can be very extreme, I'm not saying they need to be identical but they should be as close as possible and where there are differences they should be as subtle as possible. > > > > > > > > > > > > WvW _will never be balanced_ due to different runes, sigils and stats no matter how you try but a more unified balance will ease the dev work as it's 1 set of balance rules instead of 2 (devs have already demonstrated they cannot pump out balance patches on a consistent basis for the multiple modes we have) as well as reducing the shock of cross pollination of players from PvP to WvW and vice versa. > > > > > > > > > > > > > > > > > > > > > > We had that before and it was extremely frustrating for WvW to suffer because PvP got changes. You can't balance both with the same criteria because it will always be by sPvP standards, making WvW players get the short end of the stick every time. The balance differences need to be as drastic as the game modes demand, which is extreme. > > > > > > > > > > There should be a shock between going to the different game modes, just as it is from PvE to any other mode; you’re going to a completely different game mode and have to adjust to how it functions. > > > > > > > > You're incorrect, we had unified balance between **PvE**, WvW and PvP where competitive balance as a whole was shafted due to PvE. Now we have 2 balance modes, PvE where everything is flat out broken and powercrept and competitive where PvP and WvW are more closely aligned but still have major outliers, some of which have caused major problems like 10 target skills making WvW unplayable at times. > > > > > > > > I am firmly of the belief that skills should not be wildly different moving from 1 game mode to another, I shouldn't have almost half the cool down on one skill in a competitive mode vs another one simply because....? Really some of them have no reason like Dolyak stance where it's over nerfed in PvP but left broken in WvW when the middle ground of 45s cool down would make it an option in both. > > > > > > > > I guess I disagree with extremism though. > > > > > > How can you firmly believe skills should have little differences when the game modes they are being balanced around are completely different? You're advocating extremism yourself, an extremely homogenized balance philosophy that **will always be done in favor of sPvP.** > > > > > > Skills have completely different uses and interactions between the game modes because of the specific environments they're used in. WvW has an infinite number of other potentials to account for as I've already stated, sPvP is tightly controlled and can be much more finely tuned for that environment and specific changes will carry from sPvP, where balance is primarily based on, into WvW which will only be a negative. Did hammer rev need to be nerfed in sPvP because it was strong, and quite literally only used, in WvW? Absolutely not, the changes should have been WvW specific, as should any changes made to potentially make it better in sPvP but not WvW. > > > > > > Again, you're going to a completely different game mode with completely different rules and a completely different meta, so stop trying to take a mindset from another game mode to it. > > > > It's because I'm not so sightless that I don't realise that we have 61 traits, over 60 skills per class on 9 classes. Skills and traits can never be in a state where they are useful everywhere. There will always be a "meta" pick and configuration but with the amount of combinations in the game there's room for builds to perform differently across multiple game modes **and skills/traits still be the same across all competitve modes.** > > > > Onto your specific example of Rev. Was hammer meta on rev in PvP before it was nerfed? No. Was it meta after? No. Did Anything realistically change for Rev in PvP? No. This is the problem with people complaining about "my stuff got nerfed for X game mode" it was a bad build before and it stays a bad build but is addressed where it matters and doesn't perform unexpectedly different between the modes. > > > > **In other words using a knife to drink soup is bad and always was bad** > > > > The rules are different? The lack of a node, that's about it. Win condition left WvW a loooong time ago. > > You might not be sightless to miss the amount of skills and traits, but you certainly are to the uses and performances between modes and the reason split balance is necessary. Again, for the third time, ***sPvP will be the standard all balance is done by and WvW shouldn't be balanced by the same rules.*** What's a problem in one isn't in another for any number of reasons, so a one size fits all approach is downright ridiculous. > > The example with rev is to show why split balance is necessary if we want to have things be usable between modes when they're primarily used in one. Was Rev hammer meta in sPvP? No, and now it's even worse in that mode due to no fault of its own and ***can't improve because it will be a problem in WvW.*** Of course not everything can be meta, but the idea that it should be worse in one mode because it's strong in another is lazy and shows a complete disregard for any potential of making it usable where it's not used. Anet SHOULD try to make hammer usable in sPvP but if they don't split balance, it means it will always be held captive by WvW. Pretty much every other instance will just be mode reversed, something is a problem in sPvP and it gets nerfed in WvW where it wasn't an issue or even unusable, making it worse and further forcing everyone into specific sets. > > The rules are very different. WvW can have 150+ people on a map at any time with siege, structures, completely different stat and build availability, while sPvP is 5v5 in a much more tightly controlled environment. In other words, ***stop trying to use a spoon to eat what you need a fork for.*** Rev hammer still? You can still use rev hammer in PvP it's just very rarely going to be meta. Thing is, rev has several other weapons much more suited to the game mode and that is a realistic expectation of balance. Not that every weapon is a good pick in every mode but that every class has multiple options in the game modes, so once again why are you trying to eat soup with a knife? You're literally only looking at zerg combat, a lot of fights and battles happen outside of that where being closer to PvP balance has always been better. Additionally zergs are made up of sub groups of 5, the reality is that it's not 50 vs 50 it is 5x10 vs 5x10 and this is assuming it is somewhat organised which is not the norm unless you're on the flavour of the month server. Often it's not even that, the groups are made up of 2 support and 2 damage then extra damage or utility in terms of function. The desciding factor is generally if what you're using is AoE and so can overlap to outside your party if required, this is not present in PvP due to the 5 player limit.
  2. > @"Robban.1256" said: > > @"Dawdler.8521" said: > > > @"Robban.1256" said: > > > @Ben Phongluangtham.1065 said: > > > In a recent random sample of 100,000 matches, we found that in approximately 95% of matches, the difference between the average skill rating of each team was less than 50 points. The matchmaker is doing a good job in most cases. > > Which really doesnt matter, because the scoring system is still kitten up. Its the primary reason people quit sPvP - its been the reason ever since ranked was added. People can whine over classes on the forum all day long, if the mode itself is kitten it doesn't matter. > > > > You can have a *good match* that was a hard fight between equally skilled opponents and... loose so much points its unrecoverable unless you win the next 3 matches in a row. Given that many won't even run that many matches in a row if they are into more casual PvP, whats even the point of **trying**? Loose 2-500 or loose 498-500, same thing the game says you suck heres equal penalties for it. > > kitten doesnt tell what you are meaning, and you can read everything why on the thesis. Glicko is mathematically better than Elo, but requires more calculation. Elo was conceived around 1970 and could be calculated without a computer. Glicko is only practical with a computer. > Glicko and Elo should reach the same rating, but Glicko reaches the right rating faster. Glicko-2 is more modern system than Elo and encounters such factors as new people in the pool and changes in strength to adjust speed of rating change. > > If two continents implement Glicko or Elo and the players of the two continents never play one another, then when they start playing intercontinental it will always show that one continent is overrated and one is underrated. Only if they play intercontinental will the ratings on both continents equalize. > That is also the case with FIDE rating and USCF rating: USCF is overrated as compared to FIDE. > > The Glicko system isn't just based on your current rating, it also takes into account the volatility of that rating based on the standard deviation of your results over time. > The variance in point loss/gain for similar point differences has to do with each individual players' rating deviation (uncertainty). Players with high RD will earn or lose more points when they win or lose respectively. > e.g. -If you loose against a weaker opponent, or win against a stronger opponent, that will affect your rating more than loosing to a stronger opponent or beating a weaker opponent. > > I will not reprint the Glick equations here because they are much more complex than the Elo equation, but for the mathematically curious an overview that includes the equations can be found here http://www.glicko.net/glicko.html > Sadly I doubt many will read or understand the mechanics of glicko or why it's actually pretty decent with a good population.
  3. > @"CutesySylveon.8290" said: > > @"apharma.3741" said: > > > @"CutesySylveon.8290" said: > > > > @"apharma.3741" said: > > > > > @"CutesySylveon.8290" said: > > > > > > @"apharma.3741" said: > > > > > > Honestly this post highlights a serious issue, that soulbeast in WvW needs to be brought much closer to PvP and should be nerfed in WvW. > > > > > > > > > > > > Not joking, PvP and WvW balance should be incredibly close in my opinion, most things that are too strong in one mode can be changed in a way that fixes it in one mode and is no change to the other....assuming the skills team graciously allows the balance team to make a change. > > > > > > > > > > Absolutely not, they're completely different game modes that function on completely different criteria and have their own metas. You can't balance a giant open map game mode with 50+ people per 3 sides with a 5v5 game mode standard. This also isn't even taking into account that every stat, rune, and sigil is available and unnerfed in WvW. > > > > > > > > I know there are differences but as the OP stated in the very first post, the difference between the 2 modes can be very extreme, I'm not saying they need to be identical but they should be as close as possible and where there are differences they should be as subtle as possible. > > > > > > > > WvW _will never be balanced_ due to different runes, sigils and stats no matter how you try but a more unified balance will ease the dev work as it's 1 set of balance rules instead of 2 (devs have already demonstrated they cannot pump out balance patches on a consistent basis for the multiple modes we have) as well as reducing the shock of cross pollination of players from PvP to WvW and vice versa. > > > > > > > > > > > > > > We had that before and it was extremely frustrating for WvW to suffer because PvP got changes. You can't balance both with the same criteria because it will always be by sPvP standards, making WvW players get the short end of the stick every time. The balance differences need to be as drastic as the game modes demand, which is extreme. > > > > > > There should be a shock between going to the different game modes, just as it is from PvE to any other mode; you’re going to a completely different game mode and have to adjust to how it functions. > > > > You're incorrect, we had unified balance between **PvE**, WvW and PvP where competitive balance as a whole was shafted due to PvE. Now we have 2 balance modes, PvE where everything is flat out broken and powercrept and competitive where PvP and WvW are more closely aligned but still have major outliers, some of which have caused major problems like 10 target skills making WvW unplayable at times. > > > > I am firmly of the belief that skills should not be wildly different moving from 1 game mode to another, I shouldn't have almost half the cool down on one skill in a competitive mode vs another one simply because....? Really some of them have no reason like Dolyak stance where it's over nerfed in PvP but left broken in WvW when the middle ground of 45s cool down would make it an option in both. > > > > I guess I disagree with extremism though. > > How can you firmly believe skills should have little differences when the game modes they are being balanced around are completely different? You're advocating extremism yourself, an extremely homogenized balance philosophy that **will always be done in favor of sPvP.** > > Skills have completely different uses and interactions between the game modes because of the specific environments they're used in. WvW has an infinite number of other potentials to account for as I've already stated, sPvP is tightly controlled and can be much more finely tuned for that environment and specific changes will carry from sPvP, where balance is primarily based on, into WvW which will only be a negative. Did hammer rev need to be nerfed in sPvP because it was strong, and quite literally only used, in WvW? Absolutely not, the changes should have been WvW specific, as should any changes made to potentially make it better in sPvP but not WvW. > > Again, you're going to a completely different game mode with completely different rules and a completely different meta, so stop trying to take a mindset from another game mode to it. It's because I'm not so sightless that I don't realise that we have 61 traits, over 60 skills per class on 9 classes. Skills and traits can never be in a state where they are useful everywhere. There will always be a "meta" pick and configuration but with the amount of combinations in the game there's room for builds to perform differently across multiple game modes **and skills/traits still be the same across all competitve modes.** Onto your specific example of Rev. Was hammer meta on rev in PvP before it was nerfed? No. Was it meta after? No. Did Anything realistically change for Rev in PvP? No. This is the problem with people complaining about "my stuff got nerfed for X game mode" it was a bad build before and it stays a bad build but is addressed where it matters and doesn't perform unexpectedly different between the modes. **In other words using a knife to drink soup is bad and always was bad** The rules are different? The lack of a node, that's about it. Win condition left WvW a loooong time ago.
  4. > @"Supreme.3164" said: > > @"apharma.3741" said: > > > @"Supreme.3164" said: > > > > @"apharma.3741" said: > > > > > @"Supreme.3164" said: > > > > > > @"apharma.3741" said: > > > > > > Honestly this post highlights a serious issue, that soulbeast in WvW needs to be brought much closer to PvP and should be nerfed in WvW. > > > > > > > > > > > > Not joking, PvP and WvW balance should be incredibly close in my opinion, most things that are too strong in one mode can be changed in a way that fixes it in one mode and is no change to the other....assuming the skills team graciously allows the balance team to make a change. > > > > > > > > > > Really the only things that WvW ranger has over PvP ranger are : > > > > > > > > > > 1) Dolyak stance > > > > > 2) Celestial form CD from 20 down to 10 > > > > > 3) Regen traits having longer base duration > > > > > > > > > > For the rest it's basically the same as in PvP, the pets and dmg have been nerfed universally for the class and therefore if you'd change the last things this class has in WvW, same should happen to everybody else like : condi herald , necro and **grenade holo** especially that still enjoy unnerfed values like ranger > > > > > > > > Yes and it should be the same for all. You and I are in agreement. > > > > > > But that would not change anything in the grand scheme of things in the end anyway if you think about it > > > > Then why create the thread in the first place? > > > > The other classes need bringing down too, you'd know this if you've seen what the small groups are like at the moment. > > > @"apharma.3741" said: > > > @"Supreme.3164" said: > > > > @"apharma.3741" said: > > > > > @"Supreme.3164" said: > > > > > > @"apharma.3741" said: > > > > > > Honestly this post highlights a serious issue, that soulbeast in WvW needs to be brought much closer to PvP and should be nerfed in WvW. > > > > > > > > > > > > Not joking, PvP and WvW balance should be incredibly close in my opinion, most things that are too strong in one mode can be changed in a way that fixes it in one mode and is no change to the other....assuming the skills team graciously allows the balance team to make a change. > > > > > > > > > > Really the only things that WvW ranger has over PvP ranger are : > > > > > > > > > > 1) Dolyak stance > > > > > 2) Celestial form CD from 20 down to 10 > > > > > 3) Regen traits having longer base duration > > > > > > > > > > For the rest it's basically the same as in PvP, the pets and dmg have been nerfed universally for the class and therefore if you'd change the last things this class has in WvW, same should happen to everybody else like : condi herald , necro and **grenade holo** especially that still enjoy unnerfed values like ranger > > > > > > > > Yes and it should be the same for all. You and I are in agreement. > > > > > > But that would not change anything in the grand scheme of things in the end anyway if you think about it > > > > Then why create the thread in the first place? > > > > The other classes need bringing down too, you'd know this if you've seen what the small groups are like at the moment. > > Because I believe that even with unnerfed values , the ranger class would still not see major play in PvP , we removed boonbeast- bird tank -bunker druid and sic'em burst and that's great! So why go and double tap on the only useful stance soulbeast has left? Even with a 40s CD dolyak stance there would be no boonbeast , no bunker ..nothing of what happened in the past but at the very least the spec would be more useful for general PvP outside the +1 glass meme > > The main reason to use soulbeast is to gain access to an additional source of stability which the class severely lacks, if you want you can go and remove the dmg/condi reduction effects it wouldn't matter ...the stability is the main thing. > > And lastly Druid : why the double CD on the main mechanic of the entire spec? Necros don't get a 20s CD to access reaper and desert shroud - tempest don't have to wait 30s to overload...so the druid change really makes no sense, you can go and change the actual traits that make druid strong, reduce their duration/effect in PvP..but allow rangers to access the druid mechanic with the same 10s CD across all game modes > > Finally yeah, I know the composition of "roaming" gank team and applying the same changes we have in PvP, would not change that I am afraid Almost non of this has anything to do with the price of chips. Continuity between game modes is what I was saying. Regardless of the state of (in) balance, do you agree?
  5. > @"Supreme.3164" said: > > @"apharma.3741" said: > > > @"Supreme.3164" said: > > > > @"apharma.3741" said: > > > > Honestly this post highlights a serious issue, that soulbeast in WvW needs to be brought much closer to PvP and should be nerfed in WvW. > > > > > > > > Not joking, PvP and WvW balance should be incredibly close in my opinion, most things that are too strong in one mode can be changed in a way that fixes it in one mode and is no change to the other....assuming the skills team graciously allows the balance team to make a change. > > > > > > Really the only things that WvW ranger has over PvP ranger are : > > > > > > 1) Dolyak stance > > > 2) Celestial form CD from 20 down to 10 > > > 3) Regen traits having longer base duration > > > > > > For the rest it's basically the same as in PvP, the pets and dmg have been nerfed universally for the class and therefore if you'd change the last things this class has in WvW, same should happen to everybody else like : condi herald , necro and **grenade holo** especially that still enjoy unnerfed values like ranger > > > > Yes and it should be the same for all. You and I are in agreement. > > But that would not change anything in the grand scheme of things in the end anyway if you think about it Then why create the thread in the first place? The other classes need bringing down too, you'd know this if you've seen what the small groups are like at the moment.
  6. > @"Supreme.3164" said: > > @"apharma.3741" said: > > Honestly this post highlights a serious issue, that soulbeast in WvW needs to be brought much closer to PvP and should be nerfed in WvW. > > > > Not joking, PvP and WvW balance should be incredibly close in my opinion, most things that are too strong in one mode can be changed in a way that fixes it in one mode and is no change to the other....assuming the skills team graciously allows the balance team to make a change. > > Really the only things that WvW ranger has over PvP ranger are : > > 1) Dolyak stance > 2) Celestial form CD from 20 down to 10 > 3) Regen traits having longer base duration > > For the rest it's basically the same as in PvP, the pets and dmg have been nerfed universally for the class and therefore if you'd change the last things this class has in WvW, same should happen to everybody else like : condi herald , necro and **grenade holo** especially that still enjoy unnerfed values like ranger Yes and it should be the same for all. You and I are in agreement.
  7. I think there's a problem a lot of people don't appreciate. Human's play this game. To spell it out, you could have won/lost that match for any of the following reasons: 1-10 players had to spend 2 minutes away from their keyboard for a multitude of reasons. 1-10 players were just playing bad that day. 1-10 players were tired due to poor sleep the night before. 1-10 players had lower blood sugar as they forgot to eat on time. 1-10 players got tilted due to the straw that broke the camels back. 1-10 players decided they just don't like someone else on either team and so played differently. 1-10 players disagrees with another person and so causes team conflict. These are all reasons why people may play differently to normal **and the game has no real way of measuring or taking this into account** so before you start saying the matchmaking is not working stop to think of the logistics of making it work. Then you might realise it's actually doing a decent job, is it perfect? No but good players can climb, bad players by and large end up near the bottom. "Why do I see bad players in Plat then???" Low population and poor balance of risk/reward, that isn't the matchmakers fault.
  8. > @"CutesySylveon.8290" said: > > @"apharma.3741" said: > > > @"CutesySylveon.8290" said: > > > > @"apharma.3741" said: > > > > Honestly this post highlights a serious issue, that soulbeast in WvW needs to be brought much closer to PvP and should be nerfed in WvW. > > > > > > > > Not joking, PvP and WvW balance should be incredibly close in my opinion, most things that are too strong in one mode can be changed in a way that fixes it in one mode and is no change to the other....assuming the skills team graciously allows the balance team to make a change. > > > > > > Absolutely not, they're completely different game modes that function on completely different criteria and have their own metas. You can't balance a giant open map game mode with 50+ people per 3 sides with a 5v5 game mode standard. This also isn't even taking into account that every stat, rune, and sigil is available and unnerfed in WvW. > > > > I know there are differences but as the OP stated in the very first post, the difference between the 2 modes can be very extreme, I'm not saying they need to be identical but they should be as close as possible and where there are differences they should be as subtle as possible. > > > > WvW _will never be balanced_ due to different runes, sigils and stats no matter how you try but a more unified balance will ease the dev work as it's 1 set of balance rules instead of 2 (devs have already demonstrated they cannot pump out balance patches on a consistent basis for the multiple modes we have) as well as reducing the shock of cross pollination of players from PvP to WvW and vice versa. > > > > > > We had that before and it was extremely frustrating for WvW to suffer because PvP got changes. You can't balance both with the same criteria because it will always be by sPvP standards, making WvW players get the short end of the stick every time. The balance differences need to be as drastic as the game modes demand, which is extreme. > > There should be a shock between going to the different game modes, just as it is from PvE to any other mode; you’re going to a completely different game mode and have to adjust to how it functions. You're incorrect, we had unified balance between **PvE**, WvW and PvP where competitive balance as a whole was shafted due to PvE. Now we have 2 balance modes, PvE where everything is flat out broken and powercrept and competitive where PvP and WvW are more closely aligned but still have major outliers, some of which have caused major problems like 10 target skills making WvW unplayable at times. I am firmly of the belief that skills should not be wildly different moving from 1 game mode to another, I shouldn't have almost half the cool down on one skill in a competitive mode vs another one simply because....? Really some of them have no reason like Dolyak stance where it's over nerfed in PvP but left broken in WvW when the middle ground of 45s cool down would make it an option in both. I guess I disagree with extremism though.
  9. > @"CutesySylveon.8290" said: > > @"apharma.3741" said: > > Honestly this post highlights a serious issue, that soulbeast in WvW needs to be brought much closer to PvP and should be nerfed in WvW. > > > > Not joking, PvP and WvW balance should be incredibly close in my opinion, most things that are too strong in one mode can be changed in a way that fixes it in one mode and is no change to the other....assuming the skills team graciously allows the balance team to make a change. > > Absolutely not, they're completely different game modes that function on completely different criteria and have their own metas. You can't balance a giant open map game mode with 50+ people per 3 sides with a 5v5 game mode standard. This also isn't even taking into account that every stat, rune, and sigil is available and unnerfed in WvW. I know there are differences but as the OP stated in the very first post, the difference between the 2 modes can be very extreme, I'm not saying they need to be identical but they should be as close as possible and where there are differences they should be as subtle as possible. WvW _will never be balanced_ due to different runes, sigils and stats no matter how you try but a more unified balance will ease the dev work as it's 1 set of balance rules instead of 2 (devs have already demonstrated they cannot pump out balance patches on a consistent basis for the multiple modes we have) as well as reducing the shock of cross pollination of players from PvP to WvW and vice versa.
  10. Loving the comments on the video. Couldn't have been easy doing your first interview in a non native language, here's a tip for next time: When you get asked a question ask for 10s to collect your thoughts, quickly write them down, then order them in a logical flow, this can help you come across more succinct and composed. Always nice to see you playing Jazz, shame no music to add to my spotify list.
  11. Honestly this post highlights a serious issue, that soulbeast in WvW needs to be brought much closer to PvP and should be nerfed in WvW. Not joking, PvP and WvW balance should be incredibly close in my opinion, most things that are too strong in one mode can be changed in a way that fixes it in one mode and is no change to the other....assuming the skills team graciously allows the balance team to make a change.
  12. If I remember correctly the leap distance on holo leap isn't actually 600, it's something like 450 + 150 is the range of the attack. Warrior not mobile? What alternate dimension have I woken up in, they're mobile _if they want to be_
  13. Theif has always been the most mobile class in the game to the point it's been detrimental to the class as it cannot be this mobile and have winning match ups all over. Infiltrators arrow is 5 years too late in it's nerf but this is not how I would have done it. Take a page from revenant and add small 2-5s cool downs on weapon abilities, reduce the ini cost so you're not ini starved but likewise can't use every skill without thought. If this game has made anything apparent it is that back to back same skill usage has always been a problem when the skills are good, we see this on mesmer, rev, thief and other classes that had reset mechanics. Mobility on other classes does need to be toned down a bit, when you can use 2 skills and get to the next node in 3s it's a bit much if you also enjoy very good 1v1 capabilites.
  14. FYI CC skills don't stack, someone hits you with a 3s stun then a 1/2s stun they actually just stunbroke you. I'm pretty sure this works for all hard CC so a thief headshot after a 2s stun actually is the thief throwing. CC in my opinion needs 2 things doing to it: 1) if it's for interrupting it should be quick casting but last 1/4 to 1/2s. If it's for setting up burst it can be 2-3s but must have a decent cast and tell. 2) in general reduced the number of concurrent CC skills available to classes unless they specifically have traits around interrupt play style.
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