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Caerwyns chains

  • Cody's Avatar
  • Cody
  • 10 years 5 months ago
Are too much ! With 1 point they become an instant cast, ranged, damage dealing, life draining, 4 second stun ! with a 10 second cooldown ! Thats almost enough to shut a character down completely, besides that they hurt for quite a bit AND steal the life.

Also, effects/DoT's seem to penetrate invincibility shields, like krugs ice barrier was taking damage from this, and tailspear still stunned through caerwyns shield.
Stuns should go through shields, as all they do is midigate damage, not effects.

The crowd control skills are going to need some tuning. We'll probably either increase the cooldown, up decrease the lasting time.

I'm inclined to think that making them a longer cooldown, semi-"super" move is the way to go. On that note, Talon's skill will need a boost of some kind (Perhaps the afflicted target takes more damage?)
Connor Brennan
Fractal Entertainment
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The chain inflicts a damage over time with the stun, which pierces the shield. Not sure if same for all damage stuns. The damage is also unmidigated it seems, its about 1000 damage leeched in 4 seconds, so strong :0

Kissa could use CC like that, it blows away her best
  • Cody's Avatar
  • Cody
  • 10 years 5 months ago
Ah.. I see, that damage is completely unmitigated. We'll change that.
Connor Brennan
Fractal Entertainment
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Khor wrote:
about 1000 damage leeched in 4 seconds

To clarify here, it ticks for 4% of Karen's Max HP every seconds, for 3 seconds. You can augment it to last 4 seconds, or to tick for 5% HP.

Investing in Chains DPS is a double-edged sword because you are losing stat points that could be allocated to other stats and/or investing your gear in the same method. In other words, the damage you are gaining from boosting Chains is lost elsewhere.

It certainly needs another 2-3 seconds tacked onto it's CD.
  • Matt's Avatar
  • Matt
  • 10 years 5 months ago
  • Cody's Avatar
  • Cody
  • 10 years 5 months ago
its 5% hp a tick blank and 3 seconds, no sense calling it a double edged sword when you gotta spend the point on something and its better than all three of the other augments at once! Will have to see how the damage and heal is after mitigation, but its still one skill that removes someone from play for 40% of a fight, and its instant! If it was a melee skill then instant would make sense but since its ranged it could use a cast time.

A similar issue might occur with Khy's Forcebind, its a 3 second stun with a 10 second cooldown and its instant. Stuns are useful for interrupting stuff, those ones should be instant, but a much longer cooldown. Other stuns for longer disables should have a cast time but less cooldown.
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