Combat Medic Archive
Thread: Focus Thread : New rules for Movement Buffs vs Snares
Debuffs will not remove their counterpart buffs; stacking adrenal boost with thyroid rupture will net -15 speed. At the end of the TR, AB will remain. Only movement effects are absolute and even then the buff is not removed, just negated for the duration.
Message Edited by BadgerSmaker on 10-12-2005 06:54 PM
1. A 2 minute snare on a melee character with no healing is enough to kill them 3 or 4 times over without risk.
2. A 2 minute snare on a melee character with healing, will result in the character having to heal alot and after 2 minute of this, their mind will be shot to pieces and you have then gained a MASSIVE upper hand in the fight.
Basically, when it sticks and if you're fighting a melee character, its all one way traffic in terms of damage for the whole 2 minutes. Resulting in one of the above two scenarios. The only plausible ways to balance Electrolyte Drain are as follows:
1. Reduce the amount you are slowed by the debuff.
2. Reduce the duration.
3. Give the skill huge costs.
4. A blend of the above.
Message Edited by Opie76 on 10-12-2005 10:28 PM
BadgerSmaker wrote:
If you haven't already heard, you probably have, so this is a bit of rumour control, there is a change in the works on how snares effect you if you have a movement buff active.
Got a Dev quote for you:
Debuffs will not remove their counterpart buffs; stacking adrenal boost with thyroid rupture will net -15 speed. At the end of the TR, AB will remain. Only movement effects are absolute and even then the buff is not removed, just negated for the duration.
That leaves the problem with the all mighty CM Electrolyte Drain (/bow electrolyteDrain; /worship electrolyteDrain) stopping you from Burst Running / Force Running / Form Up / Retreat / Charge for a whoppingtwominutes plus.
I'm suggesting some balances to CM in case they feel the need to nerf my beloved Edrain, like upping the chance to resist debuffs and tying that to the Bio Suppression Effectiveness Mod, the same way DoT's are tied to Medical Warfare Efficiency mod.
With the increased action costs (17% action and 10% mind) this might be viable.
What do you think?
Message Edited by BadgerSmaker on 10-12-2005 06:54 PM
Not completely true, parawan cake and burstrun should still work- yes?
Trigg_Ichosw wrote:
Thanks for the clarification on this, however the problem this brings is that a snare can be re-applied as soon as the snare ends. As a result those with a ranged snare can more or less make a melee character perma-snared. This renders a melee player incapable of getting in close enough to attack.
Tecdem wrote:
Not completely true, parawan cake and burstrun should still work- yes?
Trigg_Ichosw wrote:
Thanks for the clarification on this, however the problem this brings is that a snare can be re-applied as soon as the snare ends. As a result those with a ranged snare can more or less make a melee character perma-snared. This renders a melee player incapable of getting in close enough to attack.
I refer you to the OP comment
"That leaves the problem with the all mighty CM Electrolyte Drain (/bow electrolyteDrain; /worship electrolyteDrain) stopping you from Burst Running / Force Running / Form Up / Retreat / Charge for a whoppingtwominutes plus"
Trigg_Ichosw wrote:
Tecdem wrote:
Not completely true, parawan cake and burstrun should still work- yes?
Trigg_Ichosw wrote:
Thanks for the clarification on this, however the problem this brings is that a snare can be re-applied as soon as the snare ends. As a result those with a ranged snare can more or less make a melee character perma-snared. This renders a melee player incapable of getting in close enough to attack.
I refer you to the OP comment
"That leaves the problem with the all mighty CM Electrolyte Drain (/bow electrolyteDrain; /worship electrolyteDrain) stopping you from Burst Running / Force Running / Form Up / Retreat / Charge for a whoppingtwominutes plus"
Yup, you can't use any movement buff to get out of the snare, it won't work. In PvE NPC's are also using snares, so are animals, and they use them a lot.
So no more burst running through all the Urnsori in Myyydril to get to Necrosis as they will snare you.
Hrmph, sounds neat. Shouldmake the game a good amount more challenging- especially not being able to kite tough creatures.
BadgerSmaker wrote:
Yup, you can't use any movement buff to get out of the snare, it won't work. In PvE NPC's are also using snares, so are animals, and they use them a lot.
So no more burst running through all the Urnsori in Myyydril to get to Necrosis as they will snare you.
The big outcry is of course how this effects Force Run.
There is some new word from the Devs, just waiting to see if I can quote them.
Message Edited by Kobrakai_Force on 10-13-2005 11:34 AM