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A huge improvement in PvP balance ...Follow

#1 Jan 12 2011 at 7:52 AM Rating: Decent
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Reading through the patch notes, there are a lot of minor balance tweaks. Time will tell just how effective they are in better-balancing the game. However, there was on paradigm-shifting change that hasn't received a lot of attention:

Quote:
* PvP trinkets will now clear disarm and silence effects.


Source - Today's updated patch notes

Mage CS triggers an 8 second (soon to be changed to 7 second) lockout on same-school spells. Spriest and DK silences are ranged 5 second effect. These abilities used to be able to lock out a caster, who is often useless without spells, and PvP trinkets were useless to save them. And that is not even mentioning disarm - Rogues!

This is a very good game balancer, IMO.
#2 Jan 12 2011 at 8:07 AM Rating: Good
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Jordster wrote:

Reading through the patch notes, there are a lot of minor balance tweaks. Time will tell just how effective they are in better-balancing the game. However, there was on paradigm-shifting change that hasn't received a lot of attention:

Quote:
* PvP trinkets will now clear disarm and silence effects.


Source - Today's updated patch notes

Mage CS triggers an 8 second (soon to be changed to 7 second) lockout on same-school spells. Spriest and DK silences are ranged 5 second effect. These abilities used to be able to lock out a caster, who is often useless without spells, and PvP trinkets were useless to save them. And that is not even mentioning disarm - Rogues!

This is a very good game balancer, IMO.
Is the mage lockout considered a silence? Would this affect that or the 5s interrupt effect of kick? I mean, I know it would affect Imp CS and Imp Kick, but would it affect their base functions?
#3 Jan 12 2011 at 8:25 AM Rating: Good
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I doubt very much that the trinket will affect lockouts, but silences, yes. I mean DKs get a glyph that applies a 7 second silence if you catch a cast with strangulate, even at random. That's a bit too much in 3v3.

The disarm changes are just a bandaid. A better fix would be to make disarms 5 second duration baseline and remove the need to apply weapon chains and miss out of proper enchants.

Edited, Jan 12th 2011 9:25am by ArtemisEnteri
#4 Jan 12 2011 at 8:29 AM Rating: Decent
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I was just assuming the lockouts would count ... They are a bit harder to land, but just as game-ending as a silence.
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