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Last word on Electrocute complaints to my knowledge was from Patchworkcat on 4/1/10.
She stated that this was passed along and we would hear something when she did.
Now 20 days later I wanted to see if any Dev has determined what to do about it, if anything.
Thanks
She stated that this was passed along and we would hear something when she did.
Now 20 days later I wanted to see if any Dev has determined what to do about it, if anything.
Thanks
# 2
04-21-2010, 02:04 AM
Electrocute - Hold longer then other holds about 8-9sec. But takes 3sec to charge, more end. Cannot be used while moving. 50feet range.
Ego hold - Hold is shorter then electrocute about 6sec. But takes 2sec to charge, less end, Can be used while moving. 50 feet range.
Another classic example of just looking at individual skills, next time round, we will be here discussing about how OP Ego Hold is.
Ego hold - Hold is shorter then electrocute about 6sec. But takes 2sec to charge, less end, Can be used while moving. 50 feet range.
Another classic example of just looking at individual skills, next time round, we will be here discussing about how OP Ego Hold is.
# 3
04-21-2010, 02:12 AM
Actually all holds are suppose to degrade from damage, and according to Akinos, if I recall correctly, it's being looked at and probably be int he enxt PTS build
# 4
04-21-2010, 02:14 AM
Quote:
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Originally Posted by Silverspar
Actually all holds are suppose to degrade from damage, and according to Akinos, if I recall correctly, it's being looked at and probably be int he enxt PTS build
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On one hand things are being done trying to fix the Melee vs Range gap....and the other hand things are being suggested to Reduce Hold durations. Hmmm it seems that we like to go in circles do we?
# 5
04-21-2010, 02:33 AM
Quote:
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Originally Posted by Zenshii
Then remove the "Z" Spamming function. You can't have both. Main reason why melee builds is actually playable still is due to holds. No Holds....No Meleeing.
On one hand things are being done trying to fix the Melee vs Range gap....and the other hand things are being suggested to Reduce Hold durations. Hmmm it seems that we like to go in circles do we? |

# 6
04-21-2010, 02:45 AM
Quote:
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Originally Posted by Silverspar
Yes, because holds are the only thing that makes melee playable.
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But they forgot about this part...U need to lock them down 1st before u can actually Melee them
And on an average, Hold Resist last about 12sec.... Meaning you can only apply holds every 12sec on a best case. Melee DPS is spread in between the time from 1 hold and your next hold and it is about a 12sec time gap thats included your target is nice enough not to hinder you.
# 7
04-21-2010, 03:10 AM
Zenshi,
I am not here to discuss it, as we have already been over it 100 times in 10 different threads. In the OP I am looking for dev clarification. I dont want to argue it with you or want this thread becoming about that where a dev won't want to respond.
Thx
I am not here to discuss it, as we have already been over it 100 times in 10 different threads. In the OP I am looking for dev clarification. I dont want to argue it with you or want this thread becoming about that where a dev won't want to respond.
Thx
# 8
04-21-2010, 05:52 AM
Current
Electrocute - Hold longer then other holds about 8-9sec. But takes 3sec to charge, more end. Cannot be used while moving. 50feet range.
Ego hold - Hold is shorter then electrocute about 6sec. But takes 2sec to charge, less end, Can be used while moving. 50 feet range.
New Electrocute 1 - Hold is shorter then old electrocute about 6sec. But takes 3sec to charge, less end, Cannot be used while moving. 50 feet range.
"Oh no, Ego hold is op"
or
New Electrocute 2 - Hold is shorter then old electrocute about 6sec. But takes 2sec to charge, less end, Can be used while moving. 50 feet range.
"oh no, other Ego hold"
Don't care what they do to Electrocute, just don't end up changing Ego hold. Don't End up breaking hold skills and send melee changes back to the drawing board.
Electrocute - Hold longer then other holds about 8-9sec. But takes 3sec to charge, more end. Cannot be used while moving. 50feet range.
Ego hold - Hold is shorter then electrocute about 6sec. But takes 2sec to charge, less end, Can be used while moving. 50 feet range.
New Electrocute 1 - Hold is shorter then old electrocute about 6sec. But takes 3sec to charge, less end, Cannot be used while moving. 50 feet range.
"Oh no, Ego hold is op"
or
New Electrocute 2 - Hold is shorter then old electrocute about 6sec. But takes 2sec to charge, less end, Can be used while moving. 50 feet range.
"oh no, other Ego hold"
Don't care what they do to Electrocute, just don't end up changing Ego hold. Don't End up breaking hold skills and send melee changes back to the drawing board.
# 9
04-21-2010, 06:08 AM
You are looking at the wrong information. Electrocute does not degrade from incoming damage like all otehr holds do. The increase in duration is to compensate for the fact taht you can't move while casting it. The fact that it doesn't degrade is a completly different matter. No one that plays PvP would take Ego Hold over electrocute unless it was for style purposes.
# 10
04-21-2010, 06:13 AM
Electrocute is an intangible hold, Ego hold is tangible. Tangible holds degrade from damage, intangible don't.
Which is as stupid a mechanic as they come, because in all other respects intangible holds are the same as tangible, so intangibles are inherently better.
Tangible holds need to be made a LOT stronger, and electrocute (and the like) can be left alone then.
Which is as stupid a mechanic as they come, because in all other respects intangible holds are the same as tangible, so intangibles are inherently better.
Tangible holds need to be made a LOT stronger, and electrocute (and the like) can be left alone then.
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