MedievalThings.5417 Posted May 5, 2021 Share Posted May 5, 2021 Mostly wanted to start a discussion on the title. Everything should have a counter, auras don't. Why is that? Link to comment Share on other sites More sharing options...
SexyMofo.8923 Posted May 5, 2021 Share Posted May 5, 2021 Because they are the master race. Link to comment Share on other sites More sharing options...
Lan Deathrider.5910 Posted May 5, 2021 Share Posted May 5, 2021 Just update Warrior's Cunning to apply to Aura's as well as barrier. j/k. But seriously a trait like that would probably be a good idea. Link to comment Share on other sites More sharing options...
Westenev.5289 Posted May 5, 2021 Share Posted May 5, 2021 I'm pretty sure their counterplay is that they last 4 seconds at most. 1 1 Link to comment Share on other sites More sharing options...
lodjur.1284 Posted May 5, 2021 Share Posted May 5, 2021 Assuming you mean shocking/magnetic aura as the rest do little to nothing. The counterplay to magnetic aura is unblockable (tho it really shouldn't work like that) The counterplay to magnetic is being ranged or having stability. (CC should overall be reduced, but shocking aura is no more of a problem than any other CCs) Link to comment Share on other sites More sharing options...
Dawdler.8521 Posted May 5, 2021 Share Posted May 5, 2021 43 minutes ago, SexyMofo.8923 said: Because they are the master race. Beware the Chaos Asura. Link to comment Share on other sites More sharing options...
Infusion.7149 Posted May 5, 2021 Share Posted May 5, 2021 (edited) Only shocking aura has a strong effect really. If it had 3s ICD or reduced base duration it would solve that. Edited May 5, 2021 by Infusion.7149 Link to comment Share on other sites More sharing options...
kamikharzeeh.8016 Posted May 5, 2021 Share Posted May 5, 2021 i first read "why don't Asuras have counterplay". because they smol 😛 auras last pretty short - and they are barely noticable, outside of shocking aura maybe. so, no big deal. Link to comment Share on other sites More sharing options...
Justine.6351 Posted May 6, 2021 Share Posted May 6, 2021 Fire/frost/chaos/dark? : condition counters Shocking: stunbreaks and stability The rest idk and too lazy to look. Link to comment Share on other sites More sharing options...
JusticeRetroHunter.7684 Posted May 6, 2021 Share Posted May 6, 2021 (edited) Everything should have a counter...but not only that, every skill should have a scale-invarient trade off so that people don't mindlessly spam things so that we can get rid of target caps so that zergs can be killed again by more experienced, smaller group of players. Just my thoughts. Edited May 6, 2021 by JusticeRetroHunter.7684 Link to comment Share on other sites More sharing options...
Jski.6180 Posted May 6, 2021 Share Posted May 6, 2021 You mean dmg -% effects there a good number of stances that have no real counter play. The aure effect it self its where you find the counter play for the auras effect they fall in the same effects as class buff effects or say stances they all have a very set duration and there no means of removing them there a lot more then auras that work this way lol. Link to comment Share on other sites More sharing options...
JusticeRetroHunter.7684 Posted May 6, 2021 Share Posted May 6, 2021 (edited) 15 minutes ago, Jski.6180 said: You mean dmg -% effects there a good number of stances that have no real counter play. The aure effect it self its where you find the counter play for the auras effect they fall in the same effects as class buff effects or say stances they all have a very set duration and there no means of removing them there a lot more then auras that work this way lol. Ya that's the thing though, is that because they dont have actual tradeoffs, we get instead mediocre effects, which exacerbates the issues of things not having any impact like how aura's are now. Whenever i think about this, i always think about skills like Frenzy from Gw1. This skill basically made you attack 33% faster, the equivelent to the quickness boon. This skill had a 4 second cooldown and an 8 second duration and in effect could be perma'd. However it had a tradeoff, which was that while it was active you would take double the damage. If frenzy was in gw2 without the tradeoff, it would be OP and spammed mindlessly...in gw1 because it had that trade off it was actually used sparingly and skillfully. Edited May 6, 2021 by JusticeRetroHunter.7684 Link to comment Share on other sites More sharing options...
Jski.6180 Posted May 6, 2021 Share Posted May 6, 2021 (edited) 9 minutes ago, JusticeRetroHunter.7684 said: Ya that's the thing though, is that because they dont have actual tradeoffs, we get instead mediocre effects, which exacerbates the issues of things not having any impact like how aura's are now. There are some counters but there are some things that the game cant counter that just happens to be part of the aura effects. Is there a -10% condi dmg that cant be counter (there is one for the boon that comes with the light aura 43% condi dmg taken is going to be silly but at least you can eat the boon if your a class with that). There are chill counters burning counters reflection counters over all there many condi counters (there no vamp counter). Edited May 6, 2021 by Jski.6180 Link to comment Share on other sites More sharing options...
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