Conquer Duration fix!
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I would first like to point out that I play a mercenary and I have felt the effects of the new melee snare values to be quite annoying and very frustrating. I understand this brings more survivability to all caster types in 8vX fights but with the current patch level Albion suffers the most from this new change to snare values. My biggest problem is Conquer, Not only is it a single back style snare but it also lasts a very long 23 seconds, All other snares that do not require a chain and that are back/side all have between a 9 and 15 second duration (exception of hib LW but that is front style). In the defense to Albion main light tank the Mercenary, this change effects us Far greater then any other light tank in any realm!
All light tank excluding the Mercenary are capable of specializing in a certain weapon line that enables them to back snare the target, Berserkers have Conquer and Blademasters have snow shower all very low in there skill trees. I do not complain about any other styles because I believe there length does what it was intended to do and that is to be able to continue to chase a target while being snared or making sure they do not gain any distance. The purpose of a back snare is not to leave the target perma Snared for long periods of time, but to give that support/caster plenty of time to make some distance to do what they can before that target is on them again. All the other back snares do this effectively but Conquers duration is more like a retarded root that keeps u at that point where root is just ending but never does. There was a reason why later on mythic redid Albion styles and gave our mercenary a back snare. I don't care what you want to call this thread, maybe a QQ but as it stands Conquer is far to strong as it is, I propose that its duration be reduced to an acceptable 9-15 seconds like all other realms who have access to black snares or give Mercenaries a viable back snare like all other Light tanks. I'm sure others have experienced how this change has made it so that we are no longer being snared but rooted.... Not only does conquer lasts far longer then any back snare, but it requires no skill and its effect can be reapplied leaving a melee class out of the fight for far to long. You might say that other realms have access to equally long snares, but lets check them out and see how different they really are. Paladins can spec 2handed for a back snare but its duration is no where near as long as conquer yet it requires far more skill to perform (duration is between 9 -15 seconds). Heroes are in the same boat, there back snare is through spear and it only lasts 11 seconds! Now lets take a look at Blademasters, they have a back snare off there Celtic dual tree which not only do they receive at level 8 but only has a 12 second duration. The only snares that last greater then 19 seconds are those that require a follow up style to perform. One of three things must be done, Mercenary receives a back snare for balance purposes as a custom fix, Conquer duration reduced to a proper 9-15 second like all other single style back snares, or have the value of snares fixed because I can't believe this is how they where intended to be. Thank you for taking time to read this and please feel free to respond positive or negative doesn't matter but I would like to keep it serious. |
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lol, dude it´s livelike to this patch what you want?
Would be the same like complaining about 9 sek slam on offtanks and not 5 sek and why zerk have no slam but other have etc. pp. Let it be seriosuly, this discussion will end like the last.
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Peeling weapons:
Pala: War Mattock Armsman: Pike Hero: Short Spear O nooo how gimp only 15dps I can not use this item and rather use my bad ass 5.9 pole because it rocks! ![]() <<< This avatar is handmade by Inotor Wurzelbert : ) Check out the Mampfer-Threads for more. viewtopic.php?f=10&t=25079 viewtopic.php?f=10&t=26934 |
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Give my blademaster a 6 second stun second in chain off taunt please! (who needs slam as a merc when you can just split spec and nearly get the same stun plus multiple damage types) Oh yea i forgot there is only one way to spec a char on uthgard and everyone follows like lemmings!
@Xacrag.. Slam and Vendo ![]() aka Vajazzle |
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This is what i talk about, oh yes they did "fixes" later, they changed some values/durations/skills etc.
But since we want a fixed patch, there is no discussion to talk about that. If u change duations of Conquer, give Zerker Slam and so on...this would be really endless ! I do unterstand the Mercs ( i played one myself for quite a time in an strong alb group) that the new backsnare if its from Warrior or Hero ****** u really up so you can´t push that hard like u did before. Change Tactics, change Setup´s, change Strategys but stop cry about Conquer.
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its easy to say change tactics/setup etc. to other people when ur in one of the 2 setgrps that run on this server but i agree if its livelike there wont be much room for discussion sadly.
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I'm proud that you just play hib ![]() Back to topic: I can understand you and i know that it might be imbalanced, but like Xacrag said
You play in the same grp every evening, so why don't you just change the strategy? I'm sure there are much more possibilities to avoid the snare and still being able to push on casters or support. Beside that, there is just 1 Grp in Mid that uses this snare frequently and a few warriors or zerkers that use it at all. As long as it is belongs to the patch level, you won't be able to change anything. Btw, Doubler 39 2h style still has a snare duration of 12 or 14 seconds, while the 4 2h style got the same duration. That isn't live like for sure ![]() ![]() |
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Uthgard, not Uthbion, not Uthbernia.
Uthgard. In defense of truth-to-experience.
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OFC its so Midgard friendly, lol ? DO you see Theurgpets who do actually like 160-180 DMG instead of 70-80? Plenty other examples also possible...
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where is Zai? Its funny how the weakest realm seems to always be where the current strongest group is, like everyone needs to justify their victory
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It was a joke. No fun when I have to point it out... ![]() In defense of truth-to-experience.
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There is nothing to fix. Why even discuss it. It's about as retarded as vnboards and freddyshouse back in the days with complaining about hib baseline stun on casters being so op.
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It is though. [3:10pm] <myrmidon^> You have to be a c*** to be awesome at daoc
[3:10pm] <myrmidon^> that's what I learnt [3:11pm] <Frosty_> then why does austerim suck
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About the only thing you could possibly change is the mechanics of the snare and value. Saw Pyth's tests, but 40% delve they think means person is reduced to 40% speed (how we have 60% value snare) and then gradually tapers off. Most of the stuff I have found on snares just delve as snare or cripple and never fully explain the mechanics of snare and what that 40% means so it can be interpreted many ways. Kind of like ranger/ns side stun most people would read that patch note as bms got the dps boost and stun and not stealthers but apparently Mythic left it in and most would assume it as being a bug.
For all purposes 2 chain stun or 2 chain snare can work depending on who you are fighting but with defense pentration issues GL having a merc use 2 chain stun when pbt or guard bot is around. Sounds nice in theory but often does not work as you would like it too. |
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Hib Baseline Stun OP.
I get stun NUKENUKENUKE Dead, cant do ******, pls fix! |
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