New "stun" skill effect

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Comments

  • Knownase - Heavens Tear
    Knownase - Heavens Tear Posts: 6,959 Arc User
    edited December 2013
    anyone with the attitude of "Oh, casters had their turn, now bms do, teehee!" need to uninstall, because clearly they're too stupid to comprehend how immensely stupid this is. Sure, a 7.5 second stun is fine but once it starts hitting through antistun and genie skills, that is stupid. Lower stun time amount, or make antistun resist, then that's balanced.

    Is it even confirmed that BMs can do this? As far as I know, that was just an assumption.
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  • Deceptistar - Sanctuary
    Deceptistar - Sanctuary Posts: 10,454 Arc User
    edited December 2013
    anyone with the attitude of "Oh, casters had their turn, now bms do, teehee!" need to uninstall, because clearly they're too stupid to comprehend how immensely stupid this is. Sure, a 7.5 second stun is fine but once it starts hitting through antistun and genie skills, that is stupid. Lower stun time amount, or make antistun resist, then that's balanced.
    only stupid is if your dull enough to keep getting caught by it lol
    Most pple will learn how to get away.
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  • Onatop - Lost City
    Onatop - Lost City Posts: 110 Arc User
    edited December 2013
    Idk wtf u guyz talking about, does anyone (BM) have such a stun skill yet? anyone seen it in action? or is this just all speculation?
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  • MystieMoon - Dreamweaver
    MystieMoon - Dreamweaver Posts: 29 Arc User
    edited December 2013
    Oh right its not even confirmed. People are just preemptively QQing b:laugh
  • innocencex
    innocencex Posts: 0 Arc User
    edited December 2013
    anyone with the attitude of "Oh, casters had their turn, now bms do, teehee!" need to uninstall, because clearly they're too stupid to comprehend how immensely stupid this is. Sure, a 7.5 second stun is fine but once it starts hitting through antistun and genie skills, that is stupid. Lower stun time amount, or make antistun resist, then that's balanced.

    I could agree to that part, as long as it doesn't include the purify proc itself. That weapon add is a no-skill, no-cost, get out of jail free card that even noob casters with no real understanding of their class or PvP can become problematic to fight. I saw somewhere on the forum it being compared to a noob-gun and that sounds about right for the lack of knowledge and skill it takes to get an advantage from. :p
  • Burnout - Harshlands
    Burnout - Harshlands Posts: 2,585 Arc User
    edited December 2013
    innocencex wrote: »
    I could agree to that part, as long as it doesn't include the purify proc itself. That weapon add is a no-skill, no-cost, get out of jail free card that even noob casters with no real understanding of their class or PvP can become problematic to fight. I saw somewhere on the forum it being compared to a noob-gun and that sounds about right for the lack of knowledge and skill it takes to get an advantage from. :p

    And you're saying aps sins with no understanding of the game couldn't also herp derp their way to a victory by right clicking and pressing occult ice before purify?
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  • braidey
    braidey Posts: 59 Arc User
    edited December 2013
    seems that the only thing seekers got was skills that wernt relly any better than the sage versions like quid pro quo and the sacrificial slash dosnt add any thin ether when u get the primal form of it :/ and the other skills are just stances u need 2-3 sage stances to use :'( ty pwi barbs get a skill up grade that makes it unstoppable stun and seekers get a new look to skills ;'( b:surrender b:surrender
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  • innocencex
    innocencex Posts: 0 Arc User
    edited December 2013
    And you're saying aps sins with no understanding of the game couldn't also herp derp their way to a victory by right clicking and pressing occult ice before purify?

    Nowhere in my post was that stated or even implied. APSing like that is just as cheap and no-skill in PvP, and I was glad to see the effect of it diminished in recent updates. If only PW had the sense to leave out -int entirely from the newer gear. :p
  • Eoria - Harshlands
    Eoria - Harshlands Posts: 6,118 Arc User
    edited December 2013
    Shush seekers. You are perfectly balanced as it is atm.

    It's gonna be awhile before we can confirm the BM stun since it's literally the last skill they can get, but having already been on the receiving end of the barb stun, this **** is straight up broken. I don't want to think about the BM stun being like this on top of all of the CC BMs have currently.

    I might be okay with it being unable to be purified so long as anti-stun prevents it, but it doesn't and that's not a good thing. We'll basically be back to the herpderp aps era where casters and archers were basically just praying that they could tank long enough to do something before they died.
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  • Slivaf - Dreamweaver
    Slivaf - Dreamweaver Posts: 2,106 Arc User
    edited December 2013
    Shush seekers. You are perfectly balanced as it is atm.

    It's gonna be awhile before we can confirm the BM stun since it's literally the last skill they can get, but having already been on the receiving end of the barb stun, this **** is straight up broken. I don't want to think about the BM stun being like this on top of all of the CC BMs have currently.

    I might be okay with it being unable to be purified so long as anti-stun prevents it, but it doesn't and that's not a good thing. We'll basically be back to the herpderp aps era where casters and archers were basically just praying that they could tank long enough to do something before they died.

    Yea it so fun for melees being one shot a lot, or kept at a distance long enough to get pwned by elevnty billion casters on them. *rolls eyes* (Granted is is absolutely true a melee can get better gear etc, to tank the hits of multple people... but before it it so isnt fun being on a melee... yes some melees are worse off than other melees but meh thats life there is bound to be one thats weakest of the weak.) Don't try to tell me hp/strong def is badass/allows a melee to close gaps... that is only true for 1 on 1 fights, though yes when the def/hp becomes astronomical it is of course easier to do things on a melee even in mass pvp... still hp/stronger def doesn't due much if the gear is lacking... or even the built in skills the class has to work with.

    It's a two way street... except melees have to deal with it a lot more/longer than casters ever had to deal with the opedness of 5.0.

    Do not tell me 5.0 is a glitch.

    If it was then so is physical AND magic defense, they both do way more than they should... some items which add nothing to your stats (aside from the mag/phys def boost) boost your physical or magic defense far higher than it should. (I am talking about any items that says it adds 1k ish phys OR mag def... and yet when you watch your stats it raises it up about 2.3k... so yea if aps is a glitch so is the magic/phys def boost.

    EDIT: Again I do agree that something should be done about the stun... but it absolutely has it's limits... which purify proc did as well. (Albeit it was easy to debate how big of a hindarnce they actually were... which I guess can be said the same about this stun... still it does have its limits.)
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  • Quilue - Sanctuary
    Quilue - Sanctuary Posts: 5,787 Arc User
    edited December 2013
    It's probably because of Purify being too BS, only instead of rebalancing, PW makes more BS. This is called power creeping, and it is a vicious cycle.
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  • Slivaf - Dreamweaver
    Slivaf - Dreamweaver Posts: 2,106 Arc User
    edited December 2013
    It's probably because of Purify being too BS, only instead of rebalancing, PW makes more BS. This is called power creeping, and it is a vicious cycle.

    ^ 100% agreed :$

    They 'fix' something by adding in more broken stuff... that breaks more stuff than actually fixing the issue. :$
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  • Burnout - Harshlands
    Burnout - Harshlands Posts: 2,585 Arc User
    edited December 2013
    New meta.

    We're gonna need barbs to mighty swing the barbs that are mighty swinging the casters, while BM's new job is to drake bash the barbs mighty swinging the barbs mighty swinging the casters, all so casters can actually get a skill off in pvp.
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  • Slivaf - Dreamweaver
    Slivaf - Dreamweaver Posts: 2,106 Arc User
    edited December 2013
    New meta.

    We're gonna need barbs to mighty swing the barbs that are mighty swinging the casters, while BM's new job is to drake bash the barbs mighty swinging the barbs mighty swinging the casters, all so casters can actually get a skill off in pvp.

    You had me until you said 'actually get a skill off in pvp'... D I S T A N C E... youll have plenty of time to get off skills before they get to you, and despite the STUPID low cooldown... its still not an aoe... and even if they do lock down one caster, there will still be plenty of others on them... stunning the barb/bm to prevent them from using the oped stun.

    Hell once they're stunned by your friends, you can get away, keep your distance and stun/sleep/immoblize the hell out of them.

    ---

    Still... very questionable skill to give us barbs and perhaps even bms... a 'broken' fix... to fix the brokeness of another fix.... never ending cycle indeed.
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  • Eoria - Harshlands
    Eoria - Harshlands Posts: 6,118 Arc User
    edited December 2013
    *snip*

    Your gear is like two years outdated and you're complaining you can't do **** in pvp. I mean...
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  • Christona - Raging Tide
    Christona - Raging Tide Posts: 64 Arc User
    edited December 2013
    Ok this is really annoying i read like 5 pages and all i see from melee's is QQ about purify proc. Now I know Im a cleric and Yes i am bias towards caster. But really only seriously Pk'er have the purify proc to even begin with. Only R8R or R9rr has it. Which i think is highly unfair in that sense becuase you "melee's" get ur beloved zerk at r9 and we casters have to wait to r9rr or spends millions in rerolls to get a chance from being aps'd to death from every flipping sin that sparks from stealth. Purfiy Proc gave casters to not rely on their genies for only defence. Zerk is highly broken. x4 damage from a zerk crit thats totally broken. Stop QQ'ing about purify proc. It was the only thing that gave caster a better chance to aviod stun lock and keep their genie for something else than breaking it.
  • Crazybladema - Harshlands
    Crazybladema - Harshlands Posts: 425 Arc User
    edited December 2013
    Please whine more about the power creep. I knew this **** would happen, which is why I only log in the game a month or so. All you casters enjoyed your purify for a good time. While it was all nice an broken favoring all casters. Now, this new stun stuff comes around and ends it lol. Now the melle classes get to enjoy some brokenness in their favor. Who knows, maybe it's time to dust off my bm axes and terrorize the land of pangu once more. Assuming, I ever "feel" like doing that ever in the first place.
  • Joe - Morai
    Joe - Morai Posts: 1,299 Arc User
    edited December 2013
    nothing wrong with Barbs getting pushed a little more :p Barbs were the best and mightiest class in this game to begin with. this just sets things straight (:

    And if I were you I would be more concerned about the Stomp...extra 40% of Skill DMG will rip anyone and anything apart.

    Nevertheless. Seekers are again the class that got the heaviest boost. They went from OP to WTF is wrong here xD Have you seriously looked into what they did to those seeker skills...the **** wrong xD

    Nothing compared to Barbs tho (: It was about time that we get a reliable stun. Either the normal or the new one hit. perfect . plus it got a neat animation.
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  • trands
    trands Posts: 2
    edited December 2013
    does anyone feel that is kind of game breaking? especially if it is true for bm's stun. (barbs fine since they had not much cc before and the stun is not 100%). They basically added something that overrides all the previous game mechanics. Antistun: avoid all movement debuffs? nope.

    thoughts?

    Some classes needed a boost more then other classes. If there is 1 class that needed a boost, it's the BM. They get a tiny bit of their long forgotten power back. Even if it goes through anti-stun, there should still be enough ways to counter. On barbs, it's a bit meh. They didn't really need a boost, they are good at their role. But it's kinda minor considering the number of control skills they have and their low offensive power. The game accumulated to many ways to counter stuns. This upgrade doesn't bother me on said classes.
  • Mooooooooo - Lost City
    Mooooooooo - Lost City Posts: 377 Arc User
    edited December 2013
    trands wrote: »
    If there is 1 class that needed a boost, it's the BM.

    not sure if trolling or ...
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  • Kniraven - Lost City
    Kniraven - Lost City Posts: 2,620 Arc User
    edited December 2013
    Yeah, I'm not a fan of all of these exceptions. The barb stun is going to be obnoxious, but I think still manageable.. if bms get a 7.5 second unstoppable stun that cannot be purified that they can use every 15 seconds.. that would be absolutely stupid. Almost as stupid as psychics being able to stun you through ironguard.. at least that nonsense has a cooldown worth mentioning.
    Does it go through tidal as well? This is pretty dumb. Archers have to spend a full spark on their anti stun and barbs don't have to spend anything to stun through it.

    Have either of you ever seen a "Blademasters are OP" thread? I haven't, unless we go back to APS days.

    Psychics have a stun that goes through everything including ironguard & purify
    Clerics have Seal of the Gods

    Blademasters literally have the worst damage in the entire game out of every single class.
    (admittance : They can gain significantly higher damage by going pure strength, making them miss on pretty much everyone and giving up 3 / 4 of their skill trees)

    Blademasters are the stunlock class, only without the ability to stunlock because so many ways to prevent it have been added.
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  • Mooooooooo - Lost City
    Mooooooooo - Lost City Posts: 377 Arc User
    edited December 2013
    Have either of you ever seen a "Blademasters are OP" thread? I haven't, unless we go back to APS days.

    Psychics have a stun that goes through everything including ironguard & purify
    Clerics have Seal of the Gods

    Blademasters literally have the worst damage in the entire game out of every single class.
    (admittance : They can gain significantly higher damage by going pure strength, making them miss on pretty much everyone and giving up 3 / 4 of their skill trees)

    Blademasters are the stunlock class, only without the ability to stunlock because so many ways to prevent it have been added.

    Blademasters have the best CC out of any class. 3+ stuns. seal, tele freeze, reel in, disarm.

    Blademasters have the extremely good mobility, second only to maybe sins ... maybe, 2 leaps, 2 speed buff one with anti stun, tele freeze.

    Blademasters have THE BEST survivability by far. It's nearly impossible for an endgame bm to die in a 1v1.
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  • Eoria - Harshlands
    Eoria - Harshlands Posts: 6,118 Arc User
    edited December 2013
    Psychics have a stun that goes through everything including ironguard & purify

    Turn your buff/bless filter on and it will prevent that completely.
    Clerics have Seal of the Gods

    Can be avoided with properly timed faith/will surge and it costs 1 spark anyway.
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  • Kniraven - Lost City
    Kniraven - Lost City Posts: 2,620 Arc User
    edited December 2013
    Blademasters have the best CC out of any class. 3+ stuns. seal, tele freeze, reel in, disarm.

    Blademasters have the extremely good mobility, second only to maybe sins ... maybe, 2 leaps, 2 speed buff one with anti stun, tele freeze.

    Blademasters have THE BEST survivability by far. It's nearly impossible for an endgame bm to die in a 1v1.
    1.) Archers have 2 antistuns & sprints, +1000% evasion, greater distance leaps, & stealth.
    2.) Sins have 2 stealths, 2 long distance teleports, 1 antistun, 2 sprints, and LOL i dodge everything skill.

    Both of those classes have better mobility.

    Cheze... who 1v1's? Blademasters drop like sacks of **** in mass pvp.
    Hafnium & Jafira are like the only 2 BMs in end game gear and even they die pretty quick when focused. Best survivability? I watch Adroit tank over 15 people R9.3 getting constant purify. It takes a R9.3 +12 sin to kill him most the time, and I watch you on your seeker tank armies of Insu at silverpool. Hafnium has never been able to pull that kind of **** off and there seems to be a general consensus from you all that he is the best BM + has best gear.
    Can be avoided with properly timed faith/will surge and it costs 1 spark anyway.

    Our stun will cost a spark as well. It won't last long enough for us to chi back to 3 sparks though.
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  • Crazybladema - Harshlands
    Crazybladema - Harshlands Posts: 425 Arc User
    edited December 2013
    So the op is complaining that the bms have one, unblockable 7 second stun skill? As well as barbs having one as well with a 30 second cooldown? Really, I don't see how that's a huge problem, unless you are hopeless at kiting.
  • trands
    trands Posts: 2
    edited December 2013
    Blademasters have the best CC out of any class. 3+ stuns. seal, tele freeze, reel in, disarm.

    Blademasters have the extremely good mobility, second only to maybe sins ... maybe, 2 leaps, 2 speed buff one with anti stun, tele freeze.

    Blademasters have THE BEST survivability by far. It's nearly impossible for an endgame bm to die in a 1v1.

    This explains :
    not sure if trolling or ...

    Even though BM marrow is slightly annoying for your class only, that doesn't make them the most OP survival class. BMs became nothing more then annoying. They always were a class based on cc, but genies + cheaper apo + purify proc... Who could still be annoyed by cc skills. Lately, BMs became nothing more then a bit annoying.

    I'm a caster too. This update is not really in my own interest. As psychic I got 3 pve skills (lol), a merge of 2 dot that result in less damage considering the cd is doubled of one, and a skill that could be a bit better on immobilize time. Is this bad ? Not really, psychics didn't need a boost anyway. Same for wizards. They became way to tanky with great offensive power. Wizards complaining at this point is just ridiculous.
  • Knownase - Heavens Tear
    Knownase - Heavens Tear Posts: 6,959 Arc User
    edited December 2013
    So the op is complaining that the bms have one, unblockable 7 second stun skill?

    This is still an assumption as far as I know.
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  • Vedovis - Lost City
    Vedovis - Lost City Posts: 942 Arc User
    edited December 2013
    Blademasters have the best CC out of any class. 3+ stuns. seal, tele freeze, reel in, disarm.

    Blademasters have the extremely good mobility, second only to maybe sins ... maybe, 2 leaps, 2 speed buff one with anti stun, tele freeze.

    Blademasters have THE BEST survivability by far. It's nearly impossible for an endgame bm to die in a 1v1.

    Also, Spirit Phalanx has a three minute cooldown. It's not exactly a spammy skill.
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  • Burnout - Harshlands
    Burnout - Harshlands Posts: 2,585 Arc User
    edited December 2013
    Honestly barbs having the unblockable stun was needed. Unless they're pulling a cata or holding a flag, they were basically ignored in PVP, because their threat level was so low and it was so easy to kite them.

    This should help make DD barbs in TW more viable again, but I think the guaranteed immobilize is a tad much. Barbs actually have very good DPS if they can stick to you (not even talking about zerk armas either), and the immobilize just makes them a bit too "sticky". Seriously, a +12 R9rr barb wep can shred most junk sharded +10 arcanes in seconds, even in tiger. The main counter was that it was so easy to see them coming and prepare for it.

    I don't think an unblockable stun is needed for BM's at all. They can already disarm and Reel in, plus a multitude of stuns on demand.
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  • Longknife - Harshlands
    Longknife - Harshlands Posts: 4,843 Arc User
    edited December 2013

    Psychics have a stun that goes through everything including ironguard & purify




    I'm sorry but if you think that's OP then you need to learn how to stand up for yourself without LITERALLY BEING INVULNERABLE. That skill is so god damn justified it's not even funny; it's a giant middle finger to any player who's IG dependent or any sin who makes it a habit of retreating to stealth before IG even ends.

    Never have I used that on a player and thought "wow I'm broken OP." Every single occassion I've thought "serves this b**** right for being incapable of doing f*** all without IG, maybe now it'll force them to learn to fight without it."

    Honestly barbs having the unblockable stun was needed. Unless they're pulling a cata or holding a flag, they were basically ignored in PVP, because their threat level was so low and it was so easy to kite them.

    Come back after an enemy team has deemed you the disable target and you'll change your tune. As I said before, it's not even -about- OP or not OP, it's about how god awful boring it is to be on the receiving end and having absolutely nothing to do while you wait to be saved. Even SoG or cleric's epic-long sleep can be countered with a well-timed AD, but this? Sure I can SoR one and holy path away or most players can AD and ATTEMPT to run, but until that barb's dead, you can't do jack.

    A skill that addresses how they're ignored would be the one that forces you to target them and prevents you from de-selecting them for a time. We already have that and it's great. This stun? Needs a longer cooldown or a chi cost of at least 50. It's an absolute joke to give anyone with that much HP and tanking ability a semi-ranged unavoidable (omg excuse me SoR works! That helps so many players!!) stun that can literally be spammed and prevent you from -actually- playing the game.
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