Occult Ice nerf

Feone - Dreamweaver
Feone - Dreamweaver Posts: 14 Arc User
edited March 2011 in Suggestion Box
For those who don't know, Occult Ice is a genie based stunning skill, with the right genie it can easily be used fairly often (about as often as the blademaster roar of the pride skill, it lasts about as long too) and it has a good chance of stunning players over a medium range.

The way i see it there are two problems with it:

It's not a "default" stun, it uses a different icon than the normal stuns and thus it stacks, making it extremely easy for certain classes to stunlock with this.
Which brings me to the second point, most classes in this game have limited stuns making it hard for them to stop attacks or do anything close to a stunlock. Most of these classes are range based also, making this medium range stun a good option for stopping melee based classes. Overpowered? No, these melee based classes have anti stun options and can counter it, the problem however appears when the two main "stun" classes, assasin & blademaster, use this skill. Like mentioned before it will seamlessly stunlock with any of their other skills and the medium range on occult ice makes it near impossible to get away from them. Especially consideirng that most target classes got little or no options to counter this. In my opinion it isn't fair that blademasters & assasins get to use occult ice. The long stun combined with the rate at which it can be used makes it imbalanced.

As every pker knows there is no point in playing a ranged class when a sin will just pop up out of nowhere, demonspark & stun you at the same time with occult ice to kill you before the stun is over. Or when a blademaster can stunlock you for over 30 seconds at a time by bridging the time their stuns would be in cooldown with an occult ice stun.

My suggestion would be to either completely remove occult ice (a bit much maybe) or to make it class specific, available for everything but blademaster & assasin. (i would prefer this)
Or as final solution to make the stun be a "normal" stun, one which does not stack with standard stuns so it is harder to simply flawlessly stunlock. (altough this makes it harder it won't fix the problem)
Post edited by Feone - Dreamweaver on

Comments

  • RedsRose - Lost City
    RedsRose - Lost City Posts: 12,354 Arc User
    edited March 2011
    Or just add the one and only Genie skill that counters Occult Ice if you are that concerned with it.

    BM's can stunlock people just fine without OI and Sins do not really need to use this skill in order to kill you.

    Even though annoying, no reason to "nerf" this skill, just find your way around it.
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  • Adroit - Lost City
    Adroit - Lost City Posts: 4,628 Arc User
    edited March 2011
    Or just add the one and only Genie skill that counters Occult Ice if you are that concerned with it.

    BM's can stunlock people just fine without OI and Sins do not really need to use this skill in order to kill you.

    Even though annoying, no reason to "nerf" this skill, just find your way around it.

    ^ pretty much this. Sins on the other hand.. are DESPERATELY in need of a nerf.

    edit: although.. there are a number of genie skills that help against occult (I like badge myself)
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  • Feone - Dreamweaver
    Feone - Dreamweaver Posts: 14 Arc User
    edited March 2011
    The problem with this is however that there are no reliable genie skills to get rid of it, they simply dont exist.
  • RedsRose - Lost City
    RedsRose - Lost City Posts: 12,354 Arc User
    edited March 2011
    The problem with this is however that there are no reliable genie skills to get rid of it, they simply dont exist.

    I think you need to do some Genie research, there is one b:surrender


    (I will not be volunteering it, I will leave another to do that)
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  • Adroit - Lost City
    Adroit - Lost City Posts: 4,628 Arc User
    edited March 2011
    The problem with this is however that there are no reliable genie skills to get rid of it, they simply dont exist.

    Badge is the closest thing to a counter you'll find. You need a dex genie for a good chance at it working (although occult needs a str genie.. so it all works out). I do resist occult a lot with fortify, but thats a little more tricky because anyone with half a brain will see the fortify buff and hold off on occult till it runs out. I know people that swear by faith/expel on vit/mag genies.. so you do have options.
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  • Feone - Dreamweaver
    Feone - Dreamweaver Posts: 14 Arc User
    edited March 2011
    Yea but even with a statted genie the stun removal skill isn't reliable at all, which makes fighting a class that doesnt have an array of stuns interesting, but with sins & bm's already having that many i think this instant ranged one is a bit much
  • RedsRose - Lost City
    RedsRose - Lost City Posts: 12,354 Arc User
    edited March 2011
    faith

    Faith/Belief (same skill) = Godly b:dirty

    Only **** thing = The attribute points -.-
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  • Adroit - Lost City
    Adroit - Lost City Posts: 4,628 Arc User
    edited March 2011
    Yea but even with a statted genie the stun removal skill isn't reliable at all, which makes fighting a class that doesnt have an array of stuns interesting, but with sins & bm's already having that many i think this instant ranged one is a bit much

    Uhh..
    Occult: has a 35% chance at lvl 10 and every 2 str points increases the chance by 1.
    Badge: has a 40% chance at lvl 10 and every 2 dex points increases the chance by 1.

    You can easily go toe-to-toe with occult by having badge on your genie. I use fortify to resist the normal stuns, its 55 energy and a 30 sec cooldown.. and the few I miss I have badge for. If you are really having that much trouble with the regular stuns you should probably learn how to kite.. I rarely get caught in a stun unless its with occult or whirlwind + stun skill (or a sin.. but they don't count). Occult just makes pvp more interesting.. they provide you with plenty of ways to deal with it on a genie.

    edit: @Rose.. ya faith (belief) is awesome (imo best genie effect in the game) but the attributes/cooldown/energy cost.. -.-
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  • Feone - Dreamweaver
    Feone - Dreamweaver Posts: 14 Arc User
    edited March 2011
    Well on archer when i know im fighting a sin or bm this isn't much of a problem. Altough occult is annoying when sins sneak up. On a robe class or seeker occult really is hard to stop.

    And i do know how to kite, like i said, occult has range & with lag taken into account you'll never stay far enough + it isn't really a problem untill its put on classes that already have lots of stuns vs a class that has no anti stun.

    Badge of courage looks good, altough it never really seemed to remove much stun when i tried it. Aside from that most sins will kill any AA/LA in mere seconds, even unsparked (most of the time faster than a charm can tick) , so its pretty much neccesary to use expel or absolute domain instead.

    edit:
    I've been testing badge in pk with a high magic recovery genie and altough it helps a little i'm still getting genie stunned faster than i can block with both expel & badge used to try and counter it a bit (even if every single badge removes a stun).