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Immobilize and it´s effects
#19
"Spoops" Wrote:You guys really don't get how powerful immobilize will be if this change goes through, do you?
No, Spo, we can't read your mind. All we can read are the constant 'i don't like this' posts that contribute nothing to your argument but pure sodium chloride.

In other words, stop whining and start explaining yourself. Take this advice for the rest of your Balance Fu posts as well, because quite frankly, your approach to disagreements has been growing more and more immature as of late.



That aside, I will repeat what I've said before; as long as there's a few skills that can still power their way through, there's still room for Immobilize to not completely shut everyone down. Right now, the most concrete 'this will be broken' example provided is the Thorn Shooter, which just about everyone so far has agreed to be something worth nerfing. Other than that, I have no issue with seeing how Immobilize turns out. At worst, something that will either pop up in the beta server or may last up to one week on the live server will not literally ruin anything and everything, especially when player-side inflictions are few and far between compared to monster-side inflictions.


"Exxy" Wrote:Most of the issue lies with Burn-Up/Leaping Serpent/winged flying shenanigans and Ingrain-workarounds in my point-of-view.
The main issue is that Immobilize's anti-movement effect is made useless from the extreme amount of movement skills that can step around it, which not only gives Synthesis mobility in player hands, but also kills half the point of Corpse Hands. A serious culling of workarounds enables Immobilize to actually hold weight.

Now, if it killed -every- movement skill? Yes, that would be kind of ridiculous, even with the fact that a few classes/trees can still work around that.
[Image: a2794117f3.png]
[12:53:15 AM] Chaos: don't hit dyst
[12:53:18 AM] Chaos: that's cruelty to animals
[12:53:20 AM] Chaos: you have to shoot it
[12:53:20 AM] Dystopia: ye
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