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Can you explain why HR perma-roots\daze are still going on?

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  • ryoshinetteryoshinette Member, NW M9 Playtest Posts: 488 Arc User
    All is WAI.
    All HR says that, so must be true.
    Ryoshin GF (4.2k)
    .Suicide Squad.




  • vinceent1vinceent1 Member, NW M9 Playtest Posts: 1,264 Arc User
    no this HAMSTER must be removed, so my class can be finally buffed
  • kweassakweassa Member Posts: 2,390 Arc User
    edited August 2015
    vinceent1 wrote: »
    no this HAMSTER must be removed, so my class can be finally buffed

    Agreed. Many proponents of broken stuff simply do not see past their immediate gains, and refer to every balancing/nerf as simply a loss. However the reality is much different. In some cases, certain aspects of a class can be so much overpowered that it simply shadows and hides all its fundamental flaws, up to the point that the class cannot survive without that overpowered krap, and all variety and differences simply dies with it, as only one or two variants are left as viable.

    Remove that overpowered krap and the bare face of the class is left exposed -- HRs are weak in general. Try any HR build without using Crushing Roots and what you get is what the HRs are in reality. The Stormwarden paragon is now marginal at best. Combat path simply does not work with the new LS/regen changes, loss of their overpowered set bonuses from previous mods, and the new stat-curves lowering baseline performance which has gutted down stuff like crit or deflection. Archery path was a disaster from the start, and doesn't even work in PvE -- which is saying a lot, because most builds/paths considered 'not viable' usually still work in PvE. You can play an 'Archer' for maybe 2 secs from the start of the fight and then from that point its close-range fights all the way -- which makes about like 1/3rd of the Archery feats useless even in PvE.

    You can tell by the placement of feats and their characteristics that when the devs first designed this 'reworked HR' thing that each of the 3 different paths focus on one characteristic of the HR which is a melee/range hybrid. Archery is clearly centered on the bow/arrow mid~long range combat, Combat is centered on twin blades close~mid range combat, and Trapper is centered on the 'hybrid identity' of the HR itself and makes use of all-range CC/utility.

    Instead, what we have now is the Trapper being the best of everything, while other two paths are just useless in general. Trappers have the best DPS (hideous amounts of DoT damage), best utility (crazy AP gain and recharge speed boost), best CCs (non-stop permastun), best at all ranges... there is nothing the other two paths do better than the Trappers, and people who want to use these to fight differently with their own unique tastes, are simply left in the dust by people who continue to defend a problematic and overpowering meta brought forth by a preposterous class feature-mechanic.

    Sure, you can do reasonably well with those other builds, but then simply remove Crushing Roots from your power bar and then see how well you shoot stuff with your bow/arrow, or how hard you slash with your twin blades. Then think to yourself whether its really your path that is working reasonably well, or is it solely thanks to that broken class feature which makes your build into nothing more than just a makeshift/inferior version of the Trapper.

    When an efficiency of an entire class and its variant paths solely depend on the performance of just one class feature, that's usually a tell-tale sign of being broken. HR players who defend the current [root+daze=stun] meta, are not doing the HR class a service at all. They should realize that. When the class has problems, you ask for a fix, not cover it up with a ridiculous and broken mechanic.

    Remove this absurdity, rework the HRs.










    Stop making excuses. Be a man.
    If you know something to be broken, stop using it.
    Otherwise, you've got no right to be speaking of 'balance.'
  • icyphishicyphish Member, NW M9 Playtest Posts: 1,255 Arc User
    Combat log: Wall of Text critical hits you 8572195 damage.
    Combat log: You have died.
    RIP....
    icydrake%20avatar2_zpsg7rp0xti.jpg

    Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
  • zeusomzeusom Member, NW M9 Playtest Posts: 810 Arc User
    edited August 2015
    icyphish wrote: »
    Combat log: Wall of Text critical hits you 8572195 damage.
    Combat log: You have died.
    RIP....

    lol nice.. I just deflected it.
    pfft I have seen 100x worse walls of text than that, they're called books. People used to read them back in the day.

    ps. What he is saying is actually right though.. in sum that classes should be well-rounded, well-balanced, and tight which gives lots of viable options for how to play them, but instead too often classes have one or two overpowered niche things (like root cycling) but are weak or flawed at the core. HR is HAMSTER without permaroots; everone knows that.
    Sopi (aka Haxbox) SW [Synergy]
    Sopi SW Youtube channel pvp brickabrack

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  • vinceent1vinceent1 Member, NW M9 Playtest Posts: 1,264 Arc User
    to be honest its too powerfull with zero risk if you can stay it at 1vs1. trained monkey can practice it without problems everytime. its bad design and needs to be adressed by cryptic
  • urlord283urlord283 Member, NW M9 Playtest Posts: 1,084 Arc User
    I hate perma root
  • lilhamletlilhamlet Member Posts: 260 Arc User
    edited August 2015
    This skilless HAMSTER needs to be removed from the game. undodgeable roots so they always apply the daze.

    Worse yet, ppl think they are amazing when they do it. I haven't been playing my trapper in PvP for this reason.
  • pandora1xpandora1x Member Posts: 725 Arc User
    lilhamlet wrote: »
    This skilless HAMSTER needs to be removed from the game. undodgeable roots so they always apply the daze.

    Worse yet, ppl think they are amazing when they do it. I haven't been playing my trapper in PvP for this reason.

    This is what pisses me off the most. They think they're pro and skilled when these dazes and roots land automatically without any option to dodge them.
  • kweassakweassa Member Posts: 2,390 Arc User
    pandora1x wrote: »
    This is what pisses me off the most. They think they're pro and skilled when these dazes and roots land automatically without any option to dodge them.

    For a moment I thought you were mentioning Saboteuers. :smiley:

    Stop making excuses. Be a man.
    If you know something to be broken, stop using it.
    Otherwise, you've got no right to be speaking of 'balance.'
  • pandora1xpandora1x Member Posts: 725 Arc User
    kweassa wrote: »
    pandora1x wrote: »
    This is what pisses me off the most. They think they're pro and skilled when these dazes and roots land automatically without any option to dodge them.

    For a moment I thought you were mentioning Saboteuers. :smiley:

    Nah... That's not even annoying anymore to be perfectly honest.

    What's irritating is these little halfling HR's jumping around like frogs while perma-dazing people to death. And once the enemy is perma-dazed to death, they have the nerve to coprse jump the victim.

    THANK GOD I have a constant CC breaker so these clowns are toast to me.

    little confession: HR has always annoyed me more than TR, ever since module 2. I cannot explain why. DC comes as a close second.
  • bertrandxbertrandx Member, NW M9 Playtest Posts: 147 Arc User
    I recently made a transition from archery to trapper and my win rate in domination has sky rocketed.. before I switched to trapper best case scenario I scored 8/3/10 or 4/2/18 , my average was typically 3/3/8 or 3/5/12..
    now I can go 25/2/15 best case scenario and average around 6/4/17... if it is tough opponents who have 2k+ item score in 60-69 pvp I will usually get demolished.. unless ofc my team has also got some well geared players to balance it out.

    I love it how the HR actually does what it mentions in its name a HUNTER which is RANGED...
    no way does the Archery tree make you a hunter.. more like the hunted...
    keep the HR Trapper build OP until you sought out Paladin/TR/GF

    SW/CW/GWF are all very balanced classes.. SW maybe needing some minor buffs..

    It happened exactly the same to me when I switched from achery to trapper in early mod5. Archery tree is for pve.
    Bert - Lv70 pathfinder trapper. How's sunny california?
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  • hedgebethedgebet Member, NW M9 Playtest Posts: 447 Arc User
    pandora1x wrote: »
    kweassa wrote: »
    pandora1x wrote: »
    This is what pisses me off the most. They think they're pro and skilled when these dazes and roots land automatically without any option to dodge them.

    For a moment I thought you were mentioning Saboteuers. :smiley:

    Nah... That's not even annoying anymore to be perfectly honest.

    What's irritating is these little halfling HR's jumping around like frogs while perma-dazing people to death. And once the enemy is perma-dazed to death, they have the nerve to coprse jump the victim.

    THANK GOD I have a constant CC breaker so these clowns are toast to me.

    little confession: HR has always annoyed me more than TR, ever since module 2. I cannot explain why. DC comes as a close second.

    This made me lol as it happens too often it seems. I could never tell if they were corpse jumping or if it is just that they have an auto spam jump macro running since they are always jumping (even mounted, even standing in one spot).
  • schietindebuxschietindebux Member Posts: 4,292 Arc User
    edited August 2015
    Agree, Please Devs fix this silly jumping, its the worst thing we have to suffer from....but its not only the HR, no its also CW who seems to be in "perma-frog-mode"
  • gweddrygweddry Member, NW M9 Playtest Posts: 278 Arc User
    Agree, Please Devs fix this silly jumping, its the worst thing we have to suffer from....but its not only the HR, no its also CW who seems to be in "perma-frog-mode"

    LMAO

    Devs please fix using spacebar to jump, the best solution would of course be to disable jumping completely, so that you can't even finish the tutorial mission sequence.
  • schietindebuxschietindebux Member Posts: 4,292 Arc User
    Disabeling spacebar would be sufficient, and in case you habe few minutes left disable tab for TR's
  • hawkendhawkend Member Posts: 179 Arc User
    edited August 2015
    Monkey jumping is the style.
    Monkey jumping is the life.
    Monkey jumping is tactic playstyle.
    No jumpin' HR is a dead HR.
    Dont do anything with my playstyle. :'(
  • hedgebethedgebet Member, NW M9 Playtest Posts: 447 Arc User
    I thought the jumping added no tactical value? Heck just make it drain a little stamina and make everyone happy -- not as much as a normal dodge would, maybe half that much. If they did this at least I would not feel sad when I killed jumpers as now I feel like I am beating up on SpecialEddy.
  • bertrandxbertrandx Member, NW M9 Playtest Posts: 147 Arc User
    edited August 2015
    The reason for jumping is to allow movement simultaneously as we shoot, otherwise we get "locked" on the ground for half a second or so during the animation without being able to move. Try and feel it for yourself, and you will think differently about the bunny rabbit in each trapper HR.
    Post edited by bertrandx on
    Bert - Lv70 pathfinder trapper. How's sunny california?
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  • hedgebethedgebet Member, NW M9 Playtest Posts: 447 Arc User
    So it does allow a benefit to bypass the animation sequence. I know there are some limitations to the minimum time to complete an animation but I doubt that this is an intended action. I am aware of this in certain situations on some other classes I play and I always do a bug report and indicate such bugs and possible exploits.
  • rustlordrustlord Member Posts: 1,454 Arc User
    hedgebet wrote: »
    So it does allow a benefit to bypass the animation sequence. I know there are some limitations to the minimum time to complete an animation but I doubt that this is an intended action. I am aware of this in certain situations on some other classes I play and I always do a bug report and indicate such bugs and possible exploits.

    No, you're talking about animation cancelling. It's not that. Most (almost all) ranged powers root you in place. The directional jumping gives you some momentum to retain movement while casting. Example on other classes; Chilling Cloud, Ray of Frost, Duelist Flurry, Clouds of Steel etc.

    But enough of that. Please stay on topic.

  • hedgebethedgebet Member, NW M9 Playtest Posts: 447 Arc User
    One of my characters uses an elven battle so I have an absolute dislike for the roots beyond their normal nearly constant root/daze. With the ability for the HR to bypass the intended animation rooting of their own attack they can remain entirely mobile during such actions and almost entirely prevent any sort of counter actions and this makes the entirety of the comments completely on topic.

    The problem is I doubt we re talking with anyone except ourselves. I have lost complete faith in development and the fanfare of hope exhibited at the new lead is actually proving to be a death knell to whatever faith I may have had in this product. Whatever is going on with them does not involve us players at all anymore and only our wallets shine their eyes.
  • rustlordrustlord Member Posts: 1,454 Arc User
    Eh... Talk about losing faith, I've personally sent bug reports and PM a dev about it to no end. I guess the best approach now is to start investing on a second enchantment set. Not that I advocate armor swapping in combat--but what else have you got? I do better against most HRs if I decide to pay the 2.5 gold to remove my Elven for one entire match (God forbid I accidentally destroy the HAMSTER thing). So, thinking if not Negation, then maybe Trans Soulforged for the 3 secs CC immune. But the feats that deal damage to control immune targets bother me a bit. Suggestions for a secondary enchantment, anyone?
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  • hedgebethedgebet Member, NW M9 Playtest Posts: 447 Arc User
    I am getting rid of my elven battle and that frostburn does look interesting. One of the other reasons I decided to drop the elven was because of its uselessness vs repel. A CW schooled me on that today with a repel every 3 seconds (and it could have been shorter but that is as about as soon as I could get back to the CW only to make another trip outward again).
  • joocycuzzzzzzjoocycuzzzzzz Member Posts: 577 Arc User
    edited August 2015
    I took a pretty long break from this game, I just came back yesterday. I can't believe this thing STILL isn't fixed, rofl.

    Thank god HR's hits are like caresses. Still, you barely have any room to retaliate, the ONLY little opening is when they gap-close to Hindering Strike you... and even that, the daze/interrupt is faster than most power's casting time, even the CW ones which was almost insta-cast.

    At least with TR Scoundrel in mod5, you could retaliate. Since Scoundrel had a little 3 second of non-dazing, but this HR dazing is continuous and relentness. And the worst is... It's literally undodgeable as the roots STILL pass right through dodge since module 5. So you're rooted AND dazed at the same time, which is even better than a straight up stun, with the inability to dodge that, just wonderful lol. And to add to that... you can't even equip an enchantment (Elven) to protect yourself from these roots, because Thorned Roots says hi.

    HR has been the most bugged class of this game's history. How hard is it to make the roots dodgeable like pre-module 5 and just remove/rework Crushing Roots all together? This is worse than module 3 Roar GWF's for classes that have no CC breaker.

    Beta player

    One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
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