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Thread: Incapacitate or lost hope ,should not have diminishing

  1. #1
    Banned Cyborg's Avatar
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    Default Incapacitate or lost hope ,should not have diminishing

    It is not a damaging spell or ability ,it cant compare with a real cc in a fight.

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    it also shouldn't work in pvp

    it's designed to make pve easier for a rogue to split pulls and has no place in pvp
    Last edited by Breyer; 05-30-2011 at 03:24 PM.

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    Banned Cyborg's Avatar
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    Quote Originally Posted by Breyer View Post
    it also shouldn't work in pvp

    it's designed to make pve easier for a rogue to split pulls and has no place in pvp
    Wrong ...is a good skill in pvp ,but only to stop a person ,and it is not a real cc ability..u cant damage the player.

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    So you basically want to be able to perma-sap people

    yeah that's gonna happen

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    Quote Originally Posted by Cyborg View Post
    Wrong ...is a good skill in pvp ,but only to stop a person ,and it is not a real cc ability..u cant damage the player.
    Stuns, disarms, and silences don't do damage either. They still need to be on DR with immunity timers.

    Bad idea.

    /thread
    Last edited by TheLeviathan; 05-30-2011 at 03:32 PM.
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    It needs a DR, but needs to be separated from Stun. using lost hope to stop someone on a horse, then (if they aren't bugged because they were jumping) you open and your IN COMBAT stun is now 50% less... makes absolutely no sense.

    but if the OP really meant there needs to be NO dr on Sap then yea, he isnt the sharpest tool the the shed...
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    Quote Originally Posted by Lewk View Post
    It needs a DR, but needs to be separated from Stun. using lost hope to stop someone on a horse, then (if they aren't bugged because they were jumping) you open and your IN COMBAT stun is now 50% less... makes absolutely no sense.

    but if the OP really meant there needs to be NO dr on Sap then yea, he isnt the sharpest tool the the shed...
    No it needs to stay on the same DR, The griefing potential is very large (as there are attacks like sab charges which you can build up while your opponent is mezzed"

    In addition it needs to trigger damage shields (because it is an attack that hits you and damage shields say they do damage when you are hit) and if that damage from the shield should bring you out of stealth
    "Power is neccessary because conflict will never dissappear"

  8. #8
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    Saps are extremely potent in the right hands/right situation.

    They absolutely need to be on DR. They currently share the DR grouping with stuns, which I think is best. otherwise, a rogue could keep a person locked down for a ridiculous amount of time.
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    Quote Originally Posted by LordOberon View Post
    No it needs to stay on the same DR, The griefing potential is very large (as there are attacks like sab charges which you can build up while your opponent is mezzed"

    In addition it needs to trigger damage shields (because it is an attack that hits you and damage shields say they do damage when you are hit) and if that damage from the shield should bring you out of stealth
    A sab has to be out of stealth to put charges on you, thus he can't sap you without losing stealth. Otherwise you are talking about a 2 man group messing you up solo.

    These things should NOT be removed from the DR because as mentioned they will be perma sapped and that is stupid. But I fully agree it should be on a different DR than stun/snare.

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    Quote Originally Posted by RavingLunatic View Post
    Saps are extremely potent in the right hands/right situation.

    They absolutely need to be on DR. They currently share the DR grouping with stuns, which I think is best. otherwise, a rogue could keep a person locked down for a ridiculous amount of time.
    No, the sap breaks immediately on any damage. It's not the same as a stun at all. It's like a mezz/polymorph. Should be with blind and such.
    Last edited by perlfreak; 05-30-2011 at 05:04 PM.

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    Quote Originally Posted by perlfreak View Post
    A sab has to be out of stealth to put charges on you, thus he can't sap you without losing stealth. Otherwise you are talking about a 2 man group messing you up solo.

    These things should NOT be removed from the DR because as mentioned they will be perma sapped and that is stupid. But I fully agree it should be on a different DR than stun/snare.
    Its a control effect.. It has the exact same effect to the targetted player that a stun does, its the way its removed that isn't.

    If they allowed a teammate to use a 1s ability on you (call it punch in the arm) that breaks the mez then it might be ok (thats what we did in eq) but as it is unless your teammate can break it without a purge then its essentially another stun for the rogue and should remain on the same DR..
    "Power is neccessary because conflict will never dissappear"

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    Shield of Telara baph's Avatar
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    Nice idea... stealthed rogue completely removes player from being able to do anything for unlimited about of time.

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    Ascendant Inixia's Avatar
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    incapacitate and lost hope plus stealth as a setup is already the most abusable cc mechanic in the game... 0.0
    this needs to be on dr more than anything. Whitefall and codex would be unplayable without it.
    Last edited by Inixia; 05-30-2011 at 05:38 PM.

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    Ya, having them on DR is just fine. I drive Defiants bonkers at Translation Scope with it. And if I time it right and my opponent doesn't use a control break, I can prevent them from assaulting a node indefinitely if they're there by themselves.

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    Quote Originally Posted by TheLeviathan View Post
    Stuns, disarms, and silences don't do damage either. They still need to be on DR with immunity timers.

    Bad idea.

    /thread
    QFT.

    Horrible idea.
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