To state the obvious, and probably repeat something that's been said a hundred times in the last 40 pages:
FYI, this post will be really once sided - CREEP
1.Server lines and skill lag are a must. This has really ruined pvp on many levels and is the trigger for many of the random bugs we get.
2. Crowd Control:
I honestly think is overkill, what makes it even worse is every freep has abandoned their main too (if they weren't already one) for a tactical/ranged. As a reaver, you need to be in melee range for any damage, that being said charge gets you all of 8 seconds of fighting, afterwards you're chained down and dead. I know turbine has "fixed" CC and immunity, but it honestly seems worse than ever. My resilience emote doesn't even finish going off and I'm stunned again, how about some immunity for resilience??? Pots are just pointless, I use one and by the time the stun wears off I'm cc'ed by a daze or some other BS. Why are these things 12 silver when they can't even help you (btw I'm referring to pot use in both raids and small fighting, with the exception of 1v1s), they should either be 2 silver a piece or have 1 pot to break you out of all forms of CC and grant you the immunity needed against all forms of CC (at 12silver). There is just no balance between the purpose/usage of post and cost. There are also other things that can be implemented for CC;
- stun immunity from WL's or defilers (much like LM's), however I can see the QQ from this as freep CC would become rendered useless (if you had the buff of course) But freeps have no right to complain as they currently have LM's handing out SI.
- having all forms of CC on one DR timer/and immunity application
I just think there needs to be a little give and take here. As I said earlier, all freeps play these days is ranged/tactical, there is not enough incentive to play anything else. This being said, each freeps has ranged CC and dps, weather I may be in the fight or running out, I don't feel like I'm pvp'ing anymore, I'm just greybarred and dead. This can apply to both ranged and melee creeps, both spiders and BA's get locked down at 40m and blown to kingdom come, burrow or evade for either class doesn't help, theyre usually dead by the time the pot gets you out of the stun/root.
Plz find a balance between Freep CC and DPS. Id say you cant have both, but in the current state they do, worst part is they take it for granted.
BTW, the new pot that grants you 10s of immunity, awesome!! Except what's the incentive for me to spend another 10-12s (probably the cost to be) for 2 seconds of immunity after charge?
3. Inductions/Interrupts;
I say poor WL's, aside from the fact the base healing amount hasnt been increased in years (only heal crit added), with the increased creep morale, increased freep DPS, and added ranged interupts, this class has really become useless. Yes, I've heard the stories, kite, kite, kite, but why have a WL if you're not going to heal, or if you can't heal. Cut the freaking induction timer on both heals, or at least make 'Crack The Whip' instant. Again, there needs to be a little give and take, all these factors play against the WL, even changing several would be a great help. Its really fun to play a WL when you actually get a chance to heal and not run circles around the raid the whole fight. As it stands, if a freep looks at me the wrong way my heal gets interrupted.
- One other example; I dont understand why BA's inductions weather at 10% or 90% dont go off when a target hides (LoS), however when a hunters induction (improved swift bow for example) starts going off, it still hits the target even regardless of line of sight. Id like to assume the induction has to be completed a certain amount/percentage, but regardless its not the same for both side. Why??
3. Traits/Slots;
- Why is it when I spec all damage and lose a good 3k morale, do I not see and substantial improvement in damage output? What am I sacrificing all that morale for?
- Racials, as you rank really fail, not to mention the lack of slots vs amount of racials (and I know, you're not supposed to be able to slot them all). When you hit rank 11 or 12, (not something that can be done in a few weeks), you should be able to have another slot to racial or class be unlocked, heck even all three would be nice.
- Directly looking at racials, Dying Rage (reaver - Rank 9) needs a fix; the fact you get rooted and need to pot, you just lost 3 of your 15 seconds. With the skill only eligible at 1300 morale, I think skill the skill should be similar to a capitans last stand, you get to stay alive the whole 15s, followed by death at expiration. This would really make the skill worth slotting, and less frustrating having to use DR at 1300 morale and get hit by one Improved Swift Bow, as your arms still flap in the air from the freaking emote.
- After purchasing skins (with DP) and having to pay 300s to equip each time really fails(the higher the rank the more $$), I like to switch it up a bit from rank 11 to 12 and be able to afford it. As you may know, im already broke from all the useless pots
4. Freeps:
Can they be reconfigured to do function as the class should. A support/healing class should play it's role and not out dps a class which has been dedicated/assigned as a dps class. For example; Minstrels - they need to heal not explode ppl on the run. Guardians - a tanking class, the BPE is nuts, fine it's there to tank mobs of 600k+, but why is it doing so much dps? Champs should have guardian dps, not guards have both and champs be chumps. This would make perfect sense, a balance between dps/bpe, not guardians be godmode fighting up to 5-6creeps and more while staying alive for 10-15seconds without any issues, then using charge to get away alive. Maybe champs wouldn't be so useless, poor things die faster that a light armor class. SoA had class direction, and its exactly why Minstrels (good example) complained in the moors, they couldn't do any damage. But heck, you're a healer, who forced you to roll a healing class and go out in the moors if you didn't want to heal. If you want DPS roll a hunter. I think Turbine really went the wrong way on this, no idea why they made a healing class a tactical damage monster.
Anyways, there are alot of things that need to be brought back on track before any new areas open up. The same map is the smallest problem