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Interruption of Skills
#1
There are many skills which can be interrupted easily by different stuns. Imho there is a balancing problem becouse of that.

So my questions :
1) why are some interruptible and some not?

For example:
We all love the mighty Hunter Tank. His Ulti stuns AoE and does good damage and this spell cannot be interrupted... but the Ulti of the Frost Robot can be aborted easily by a stun.
Other Examples (interruptible):
- Demon Ulti (nope)
- Earth Robot Ulti (yep)
- Guard Ulti (nope)
- Infernal Ulti (yep)
- Scout Heal (nope)
- Ghost Tank Leach (yep)
- Medivac Ulti (nope)
- Sky Fort Ulti (yep - also by yourself)
- Shreddar Magnetic Field (nope)

I dont get the balancing here sorryWink Isnt it possible to change it in one direction (i dont care which but i guess its easier to make all skills not interrupible - like its done with the Sky Tank Bombardement)?

2) What do you think about that?
cheers
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#2
Because logic would imply you shouldn't use skills so carelessly? This was a mechanic that was carried over from the basic wc3 mechanics, and I see absolutely no reason to change it. Doing so would only buff tanks that don't have stuns like airship and earth robot. Sky fortress would also become even more overpowered, and I already thought that tank was too strong even before titan was reworked.
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#3
(2013-08-26, 20:28:00)UnifiedDoom Wrote: Because logic would imply you shouldn't use skills so carelessly? This was a mechanic that was carried over from the basic wc3 mechanics, and I see absolutely no reason to change it. Doing so would only buff tanks that don't have stuns like airship and earth robot. Sky fortress would also become even more overpowered, and I already thought that tank was too strong even before titan was reworked.

but dont you think its a bit unfair? careless using of skills is a bit weak argument. good players know how to interrupt your skills. And also to say "would only buff tanks"... im totally fine if the damage of these skills going down. its just about fairness you know.
And from another pov... arent tanks with stuns now OP becouse of the ability to interrupt skills?
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#4
Well, some skills are channeling and some are not. A skill that is channeling obviously has a drawback to balance out other aspects. Where exactly is the balancing problem there?
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#5
The more I think about this, the more I think they should all be interuptable (making all non-interuptable would probably take out some strategic elements of the game, and also lessen necessity for teamplay).

But there's 2 "problems" with that I think in terms of balancing:

1. Scout - heal would become way weaker if it was interuptable by stun. Maybe there should be an exception for this, with the logic "it's the same as the repair items, and they aren't interuptable either"

2. Medivac - I think this could be "counter" balanced by in case of stun only ending the ultimate on the player who cast it, while the effect on that players allies around it continues for the whole duration (I think this might also strenghten the team play effect behind it, and make the ulti less overpowered in long running games)
Getting used to the Sand everywhere. At least it brings us map updates.
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#6
(2013-08-27, 16:58:49)Exodus Wrote: Well, some skills are channeling and some are not. A skill that is channeling obviously has a drawback to balance out other aspects. Where exactly is the balancing problem there?
You did a great job imho to keep it balanced with the ability of some tanks which can interrupt skills and some not. Its hard to describe, but in some situations/games you are out of the game becouse of that. If there are enough stuns in the enemy team, they will negate your skill damage output too heavily. The more teamplay there is in a team, the less effective are these interruptible skills. In a 1 vs 1 theres no big deal with some small exceptions like the Earth Robot. I hope you know what i mean.
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