(PTR PvP Feedback) About fast hit recovery, wanna roll-back this changes

That’s what balance is. Do you preform surgery with a hatchet?

perfect solution in my mind

So they first removed something which was working perfectly fine to introduce something that’s gamebreaking. Can you explain what is funny about that?

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Vouch with all the statements above.

I like the fact that blizzard now listen about pvp players and try to make changes in order to make the game sustain and make changes that actually matters for pvpers.
Sadly, the fhr was not one of them, or it was because of the loss of Weapon Switch Glitch (WSG) but not like this.
What we had on D2R right now was quite almost the good balance, fhr was already pretty good, and stuns were effective but not OP.
Eventually as it seems we can’t bring up WSG, there could be a slight upgrade for the fhr and the way your character can answer when being stunned , but being immune after any spell that would bring you in fhr for about 1sec in PTR, is literally too much and it’s gonna kill the game, as it will just become a clown fiesta, everyone will be immune and characters that have big abilities to play defensive will just be king.
An interesting change would had been, both for 1 vs 1 and Team vs Team (TvT), when you have been under control / stun / struck / unable to move / been hit for X (3 seconds would be ideal) you have a immune timing of 0.5 seconds where you can teleport or run away and actually escap, this timing would actually matter and helps player, but also rely on skills as you gotta take the right timing of when you are immune to escap out off troubles.
This immune 1 time on 2 is unskilled, just making it casual and pvpers will fade away if you apply this change…

2 Likes

absolutely agree with that… remove this fhr immunity, as it is is pvp bracking

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Character hit recovery will now have diminishing returns when being hit by another player.

In 2.4 I think the developers had good intentions / on the right path. Nobody has fun being locked via leap and mindblasted at the same time for 10+ seconds. However, the instant auto-wsg swung the pendulum too far for the PvP community. Short-term stuns are missing from the game and has completely nuked the playability of builds like the Assassin in high level PvP.

The intent of diminishing returns on hit recovery for edge cases makes sense but this is completely removing hit recovery from the game. An assassin holding mindblast should stun but right now only every-other mindblast registers.

A faster assassin used to be able to punish a slower one, a paladin could FOH for stun and telestomp a smite, druid had shockwave + cano, etc etc… The purpose of the patch here was for ‘edge cases’ while it ended up destroying all short-term stun-follow-ups.

FHR is seemingly useless since you can tele out of any situation with 0 FHR. Alternatively, some solutions to the 2.4 patch:

  • The returns on stun could be linearly and your escape is determined by your FHR /FCR animation frames. The first stun length is worth 100%, the next stun is 90% length or 80% and eventually the character can escape based upon how their FHR / cast rate.
  • While having stun swirl, each stun has a reduced probability of being stunned. 100%, 85% 60% that are impacted by your FHR breakpoint.
  • Direct stun spells do not become impacted by reduced FHR. Things like smite/mindblast stun directly but give the stun swirls diminishing returns.
  • Every character gets autowsg after a period of time being stunned and that period of time is determined by your FHR breakpoint.
4 Likes

They removed glitch.

Funny is that pvp purists were complaining and demanding WSG back because stuns are insanely broken without it. And now when they are fixing stuns also, pvp purist are again complaining because they want what? Broken stuns again so they have reason to ask for broken WSG also back i guess?

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We are trying to provide feedback to make the game playable. This doesn’t seem like it is applicable to you.

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They didn’t fix stuns, they got rid of it. The state of the game is actually worse that before. You’re surprised people are using what the ptr is actually for, to test out changes? What a pleb.

And i am commenting that. Is that forbidden?

Does it stun you or not now?

If i jump to you on barb, will you be in fhr animation?

If you played PvP you would just say oh this is totally busted and move on. There was downsides to WSG and it wasn’t instantly programmatically triggered. Even casting mindblast twice on someone is now useless. We are just trying to provide feedback on things that impact us / we know about.

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You’re not providing feedback, just snarky commentary. What’s your case for or against the change, no nothing?

Is that was a joke it was lame. Don’t quit your day job

Hmm my solution to this i suggested before 2.4 was different. I was for nerfing skills with stun directly in their mechanics. Like leap, shock wave, mind blast. I would not make change impacting FHR for everything.

Thanks, that’s helpful. Probably less game changing than what they are planning to do.

Mindblast is nuked from the game you can’t cast it twice anymore. You cant stun someone who has 0 FCR and 0 FHR, they can simply teleport out of any situation immediately. I understand adding diminishing returns on the swirls when combined with say WOF it is not instant gg. But not even stunning on each mindblast cast means if you hold it on someone, they will just telestomp you instantly. Effectively making it a dead skill and by doing so completely ending the assassin’s playability in PvP.

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How long diminishing returns effect stay tho?

Can you imagine them wanting you to actually be able to move and control your character? Shocking, I know.

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The ‘diminishing effect’ is instant, this is absolute garbage. There is no escaping your barb with a sin, it will just telestomp me the second I cast mindblast. The barb will always be able to cast Teleport / WW regardless of their FHR and FCR and regardless of the sin’s FCR. Rinse repeat. It now runs around like a cheat code.