There is no way for game to have any balance while class:
A - can have 24/7 SA via Q block and be permanently protected from CC
B - have all its skills protected with super armor allowing him to cast it w/o any interuption
C - have nothing and can't use a single skill because lack of super armor.
The failed abomination - Super Armor must be removed, your game is stunlocker and you hide it with full super armor rotation FOTM's, while not FOTM classes eat dirt while perma knockdowned/stunned.
some classes definately have too much protections while also having stellar mobility and other stuff.
The mechanic itself shouldn't be removed but I agree there should be less of it. The game is in dire need of the protection rework that happened many years ago. Stripping some protections and CCs primarily on ranged skills would probs do wonders to making PVP feel satisfying again.
The mechanic itself shouldn't be removed but I agree there should be less of it. The game is in dire need of the protection rework that happened many years ago. Stripping protections and CCs primarily on ranged skills would probs do wonders to making PVP feel satisfying again.
Hm... so a ranged class should have no protection at all, 'cus ranged. The class should also have no CCs on ranged skills either, as you put it. A ranger, archer, witchard, a maegu or a woosa should have just damage and no cc, no protection, because ranged skills?
While "strip ccs and protections for ranged skills" barely makes sense in pvp (you either used a broad stroke, completely ignoring ranged classes or just hatin' on them), the protections aren't split between pve and pvp, so you can't have them work differently depending on where the damage comes from.
Also what you're saying can be found as reasoning behind removing maegu's FG on some of her skills. The question then becomes: so how does a no FG, no SA, no S block ranged class handles pve, where mobs shoot you down from the next town? Range? How much range can you put between yourself and Urukios in Atoraxxion, for example?
Also, if SA is so abundant in the game, then the problem lies with classes that can cc you through it, right? So, how about they remove the grab instead?
Hm... so a ranged class should have no protection at all, 'cus ranged. The class should also have no CCs on ranged skills either, as you put it. A ranger, archer, witchard, a maegu or a woosa should have just damage and no cc, no protection, because ranged skills?
While "strip ccs and protections for ranged skills" barely makes sense in pvp (you either used a broad stroke, completely ignoring ranged classes or just hatin' on them), the protections aren't split between pve and pvp, so you can't have them work differently depending on where the damage comes from.
Also what you're saying can be found as reasoning behind removing maegu's FG on some of her skills. The question then becomes: so how does a no FG, no SA, no S block ranged class handles pve, where mobs shoot you down from the next town? Range? How much range can you put between yourself and Urukios in Atoraxxion, for example?
Also, if SA is so abundant in the game, then the problem lies with classes that can cc you through it, right? So, how about they remove the grab instead?
Ok I added the word "some" because I didnt think anyone would assume I meant all. Woosa also isn't even a ranged class so I'm not sure why you included that. I'm gonna preface by saying I don't care about PVE balance and I think it's shitty they can't have PVE only protections. But yes, some ranged classes (Archer, Succ Mage, Awakened Zerker) are egregiously overprotected for the sheer amount of damage they output while literally being at close to zero risk, Awakened Zerker being the biggest abomination of the 3. I never said melee classes shouldnt have some buttons nerfed too, it's a blanket suggestion. I personally just feel like Archer, Succ Mage, and Awakened Zerker are far too protected for what they offer and they dominate too many ranges at once without enough risk. There's no competent pvper that isn't delusional that wouldn't agree.
How about removing iframes and all ranged CCs too? Trolling aside, removing SAs obviously isn't going to work. The only way the "too much SA" problem can be resolved is if PA were to make it a meter like FG. Simply removing some SAs like they did in the past solved nothing, and practically crippled some classes in the process. They would also need to reduce damage across the board, kneecap the mobility of some classes, and kneecap the CC heavy classes too.
. I'm gonna preface by saying I don't care about PVE balance and I think it's shitty they can't have PVE only protections.
We already have PvE only protections. PvE Iframes, to be exact. We also have pve-only CCs. So it is definitely possible to balance PvE and PvP separately.
How about removing iframes and all ranged CCs too? Trolling aside, removing SAs obviously isn't going to work. The only way the "too much SA" problem can be resolved is if PA were to make it a meter like FG. Simply removing some SAs like they did in the past solved nothing, and practically crippled some classes in the process. They would also need to reduce damage across the board, kneecap the mobility of some classes, and kneecap the CC heavy classes too.
As i said, Super armor is a tool used to hide stunlocker game with FOTM flip where they give class full SA to be good and then take it away, removing such tool will show real problems that need to be dealt with.
Also don't forget game have fully functional CC/Resist mechanics (kekw) and CC limit mechanics (even bigger KEKW) and its have FG/Block mechanics, why there is 3rd wheel that gives CC immunity ( which still blend in with resist in same message as PA refuse to separate them).
For those who don't understand big brain move behind removal of super armor - if noone have it, its balanced.
As i said, Super armor is a tool used to hide stunlocker game with FOTM flip where they give class full SA to be good and then take it away, removing such tool will show real problems that need to be dealt with.
Also don't forget game have fully functional CC/Resist mechanics (kekw) and CC limit mechanics (even bigger KEKW) and its have FG/Block mechanics, why there is 3rd wheel that gives CC immunity ( which still blend in with resist in same message as PA refuse to separate them).
For those who don't understand big brain move behind removal of super armor - if noone have it, its balanced.
I honestly thought this was a shitpost, but no, if noone has super armor that doesn't even remotely make it balanced LMAO
I honestly thought this was a shitpost, but no, if noone has super armor that doesn't even remotely make it balanced LMAO
All previous class "balance" patches was just switch off/on super armor, did they done anything ? PA just keep switching SA and call its "balance" aka FOTM season.
Clearly if 1 mechanic determine class being god tier or trash tier, something must be done to that mechanic, easiest way to balance super armor (not class balance) is by removing super armor, because its clear as day PA can't properly balance super armor across all classes, so class A have "fake" SA and get CCed mid skill while class B have perma SA and spam full combo of 10 skills while staying in midle of 100 people ( and on switich SA status those classes switch places w/o any other changes).