Quote:
Originally Posted by MakeYouMad
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That's the whole fucking point. Stuns affect pure melee, hybrids, and casters equally. There's no reason to have 4 second long, chain castable root spam in the game when stun can accomplish the same task, is harder to abuse due to reuse timers, and doesn't screw over certain classes while barely affecting others.
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I do agree and thats a great point. However, the ability to escape root/snares is obviously based upon class. A snared warrior isn't going to die from a caster because he can pumice it off. If the caster tries to melee, the war hits him. Seems fair to me. Plus any viable nuke is over 4 seconds, pumice is 3. If caster is max range, run backwards, if he's close, interrupt, if war/monk/rog, at least you get in a nice round or two making the damage traded.
Certain classes get the abilities they get due to balance. Casters being cloth/low hitpoints allow shadowstep/gate. The only real class screwed upon snare is a druid or enchanter, but even then a well played one can escape.
You really can't escape a stun. It does make the classes even, but it defeats the purpose of them having the abilities they have.