1 : Stun is a problem.
I played classes that are immune to stun & classes that have an implemented anti-stun (ranger/hunter/orbiter), and I still strongly affirm that stun is an issue, just like narcolepsy was.
Any kind of stun-mechanic (Snow hazard, shield bash, critters) should at least have a counter for classes that can be stunned (mage classes mostly). For stuns that are related to cast (shield bash, snow hazard), skill block is doing the job. For critters, there are 4 solutions to fix the problem:
- Implement an anti-stun on classes that don't have one (not really a good idea, it was great on mage because the class got a global rework)
- Implement a new mechanic/stat that is like "stun block" (not sure if good, since it might not be really effective)
- After being stunned for a while, an automatic "stun immune" procs for a few seconds (let's say 5 seconds so it's balanced, and with a 20
- Nerf the way stun stacks through stats, so it cannot be permanently triggered even if you land 1 autoattack out of 170 hits (which is the case right now)
2: The EC Revive Orbs are an issue:
I can't provide records yet, but if needed i'll start recording & edit.
The situation with revive orbs is getting out of mind (just like too many things on the server).
In the current state, revive orbs can almost be spammed, making the not-so-fair fights even more unfair now. The regular revive orbs have no use (30 min cooldown).
Many things should be done to adjust them:
- Prevent them on some specific maps (Shinewood, BG, Infernum), those maps require usualy a runback, the fact people can spam revive on CD isn't normal.
- The Cooldown should be adjusted (5min as a minimum, 10 as a maximum). Not sure about 15min (half of the regular ones CD), way too long in my opinion.
Have a nice day.