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wvw winds change


Stand The Wall.6987

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Winds of Disenchantment: This skill is no longer channeled. Instead it drops a stationary spell area that lasts for 5 seconds with a 1-second pulse interval.

what does this mean for zerg fights? good or bad? on the one hand it will be harder to get max tics (good groups/ bombs will be unaffected), on the other you won't have to worry about cancelling it to dodge.

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Yeah they just reverted it. IMO its both good and bad. With fire and forget its much easier for the spellbreaker since it cant be interrupted, but then again its easier to avoid too.

But with the other nerfs, I predict a rise of spellbreakers to push the zergs even more toward heavy melee and what we saw when the bubble was introduced.

Bubbles.

Bubbles everywhere.

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@"Balthazzarr.1349" said:It’s even easier than before to avoid the circle now and it only removes 2 boons now instead of four. Basically useless.

You do realize that bubble wasn't taken because of the boon removal right?It is taken because of the secondary effect, which denies boon application.

There's a downside and an upside with the change.

It's good that it's static again, because you can actually move out of it.It's bad that the channeling is now gone because it's basically not possible to interrupt the bubble anymore.

But it's very hard to balance such an powerful effect.

Sorry but it's far away from being useless.

For example ele patch notes sounded much more like " support ele now useless"

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Banner elite is most likely back in the menu. 90s CD Winds of Disenchantment hitting only 5 targets makes it definitely worse than ressing multiple downstates and finishing some enemy downs. Ofc banner requires paying attention to downstates so its harder to play than keeping track of 2 melee trains. So skilled players take banner, bad players take bubble.

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The target cap is what will likely decide its use or not the most.

It is a shame though, this is the third time or something that they change it and none of those changes have been the good and obvious one to just reduce its radius. The bubble can be strong and dropable as long as it was only 180-240 like most other ground-target effects, so you could immidiately get out of it when peeled with just dodges.

The problem with the bubble always was that the size of it just recreated more and more chances to stick people inside of it. Like, you could get bubbled, ripped, stunned, broken free, unable to get restabbed, dodge once or twice and still be inside the bubble to be stunned again. In short, the size of the bubble made it too powerful against breaks and cleanses. The fact that it can counter stab and thus become extremely powerful is not a problem in and of itself if you could only counter the CC and get out in a timely fashion as a counter play.

It is the same thing that makes eg., Meteor shower powerful on Ele, that people can get slapped by it even after expending their dodges. In the case of the Meteor showerver however, it is less of a problem and more of a functional design choice. Like the shower, the size of the bubble also makes spamming it disproportionally strong. If it had a smaller radius you would have to make more conscious choices if you were to stack it broad or deep and how much you would want to stack it. I guess a 5-target cap will to some degree recreate that, but it will certainly do it in a rather toothless and boring way, nevermind all the overlapping effect-spam and short-stick bingo it will create when people pop multiple bubbles to hit a certain control figure (eg., 4 at once to cover 20 players for a breaking push or even just 2 at once to cover 10 players for ranged feeler). Radius is just such a better mechanic to mediate the gameplay of it.

There was never any need to change its mechanics to up-end the role of the Warrior or diminish its value with weaker mechanics. It was always in the application. Something that powerful should never have been that encompassing. I don't mind that it is powerful.

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@subversiontwo.7501 said:The target cap is what will likely decide its use or not the most.

The problem with the bubble always was that the size of it just recreated more and more chances to stick people inside of it.

with how it is now, seems like reducing the cd would offset the reduced target cap somewhat.when it was channeled, imo it was necessary to have a big radius so you could avoid red circles easier. i think the radius is a good part of the skill regardless of channeled or not.

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@Nimon.7840 said:

@"Balthazzarr.1349" said:It’s even easier than before to avoid the circle now and it only removes 2 boons now instead of four. Basically useless.

You do realize that bubble wasn't taken because of the boon removal right?It is taken because of the secondary effect, which denies boon application.

There's a downside and an upside with the change.

It's good that it's static again, because you can actually move out of it.It's bad that the channeling is now gone because it's basically not possible to interrupt the bubble anymore.

But it's very hard to balance such an powerful effect.

Sorry but it's far away from being useless.

For example ele patch notes sounded much more like " support ele now useless"

nah. It was easy enough to avoid before. Now it’s not even an issue, for me anyway. Small melee fights I can see a use if you can keep the person(s) in the bubble. Other than that to me it’s all but useless.

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Giving warr 1 dodge might resolve a lot of the issues.

That aside, it's definitely more a zone control skill than an active skill now (imo), might give mesmer a bit more room to shine/more space in zergs as warr was the only thing realistically competing with it in terms of boon removal, we'll see in 5 months.

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