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# 11
04-21-2010, 06:13 AM
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Quote:
Originally Posted by Chacal
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.
Hi Chacal,

lets not make this a discuss, not interested in discussing it with thread owner anyway. Just post your facts n let the dev decide when they see the post. I post my facts and my concern if they just "fix" electrocute blindly.
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# 12
04-21-2010, 06:22 AM
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Quote:
Originally Posted by XT-0R13
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.
This is false. All holds are suppose to degrade from damage.
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# 13
04-21-2010, 06:47 AM
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I am talking abut external damage to your toon. All holds are supposed break from incoming damage, electrocute does not. It is broken, I hope they fix it soon. The end.
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# 14
04-21-2010, 07:12 AM
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Quote:
Originally Posted by Chacal
No one that plays PvP would take Ego Hold over electrocute unless it was for style purposes.
That's really incorrect. Alot of builds does not include major attacking while the target is held. Therefore Ego Hold is alot better since you can move at full speed, no one can flee from it. All the holds that require that you stand still is damn easy to avoid.
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# 15
04-21-2010, 07:43 AM
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Why are people frothing at the mouth over ego hold? What does that power have to do with what I asked?

These questions are rhetorical.
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# 16
04-21-2010, 07:45 AM
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Originally Posted by Zenshii
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.
You are using the totally wrong arguments. The problem is not its hold length or charge, its the fact that it lasts the same amount of time no matter what Zspamming you do or damage you take.

Ego hold pops as soon as you put some decent DPS to it, often giving the person a chance to at least block or something after the hold is broken. Even if they have very low breakfree strength and can't break it themselves, the damage you do to them will. Elec hold does not, and you can easily be killed by the time the duration is up.

Look at lair use as an extreme example. Even a full charge of ego hold will pop almost instantly when cast on a mob that multiple people are targeting, while elec hold will keep them stuck while the whole team pummels away at them. Elec hold is the only hold that exhibits that behavior, so it clearly isn't intentional.

That doesn't seem stupidly broken to you?

OP: Sadly I have not heard any followup on the Devs looking into it, besides that fact that they know its broken.
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# 17
04-21-2010, 08:33 AM
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Quote:
Originally Posted by Puck.Dracon
You are using the totally wrong arguments. The problem is not its hold length or charge, its the fact that it lasts the same amount of time no matter what Zspamming you do or damage you take.

Ego hold pops as soon as you put some decent DPS to it, often giving the person a chance to at least block or something after the hold is broken. Even if they have very low breakfree strength and can't break it themselves, the damage you do to them will. Elec hold does not, and you can easily be killed by the time the duration is up.

Look at lair use as an extreme example. Even a full charge of ego hold will pop almost instantly when cast on a mob that multiple people are targeting, while elec hold will keep them stuck while the whole team pummels away at them. Elec hold is the only hold that exhibits that behavior, so it clearly isn't intentional.

That doesn't seem stupidly broken to you?

OP: Sadly I have not heard any followup on the Devs looking into it, besides that fact that they know its broken.
Firstly i never said the skill was not broken.
Secondly the reason why Electrocute was brought up in the 1st place is About longer hold durations then other holds. And that the cause of it is that the hold breaking mechanism for it is not working. The issue is about longer hold duration which cause people to go up in arms.

Lets go back to the First point, i never said it was not broken but i am against to fixing " the stated" problem.
It needs a complete review in comparison with other holds like ego hold. So what happens to Electrocute if u fix "the stated" problem? wont it reduce the hold duration to somewhere like ego hold?
Example:
Quote:
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"
I already mention, if you fix the "issue", then Ego hold will look OP. And i already mention on my next post that I don't care what is done to Electrocute. Just don't mess it up till you affect other holds like ego hold...then end up sending melee changes back to the drawing board.

i still stand by what i stated.
Quote:
Another classic example of just looking at individual skills, next time round, we will be here discussing about how OP Ego Hold is.
This is not about just fixing something that is broken, this is about fixing something in comparison with other skills of the same category, which in this case is other holds skills.
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# 18
04-21-2010, 08:51 AM
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Quote:
Originally Posted by Zenshii
Lets go back to the First point, i never said it was not broken but i am against to fixing " the stated" problem. It needs a complete review in comparison with other holds like ego hold. So what happens to Electrocute if u fix "the stated" problem? wont it reduce the hold duration to somewhere like ego hold?
No? The problem isn't base duration, it's the unbreakable nature of the hold.
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# 19
04-21-2010, 08:55 AM
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Quote:
Originally Posted by Pantagruel
No? The problem isn't base duration, it's the unbreakable nature of the hold.
The problem is electrocute having longer hold duration then other holds. The Cause is hold breaking mechanics not working.
You fix the hold breaking mechanics and the result will be shorter hold duration compared to the duration it is currently applying.
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# 20
04-21-2010, 09:08 AM
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Quote:
Quote:
Originally Posted by Pantagruel
No? The problem isn't base duration, it's the unbreakable nature of the hold.
The problem is electrocute having longer hold duration then other holds. The Cause is hold breaking mechanics not working.
You fix the hold breaking mechanics and the result will be shorter hold duration compared to the duration it is currently applying.
Let me rephrase it to something easier....

Problem: Hold breaking Mechanics not working. Result: Longer hold duration then other holds

Problem Fixed: Hold Breaking Mechanics now working. Result: Much shorter hold duration compared to the duration it was applying before fix.
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