Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
yeah, and just imagine if you happen to run into 2 gs/sns users, you might as well Put you keyboard down.
You forgot the best part.....
.... no diminishing returns on CC in any specific school...
Like I would be ok if each school of CC had its own Diminishing return causing players to communicate or at min have limited CC .....
But being able to run a 8 second CC Lockout on a player seems a bit much lol.
A good 3 man PVP team can pretty much lockout a player for a complete Burst rotation leaving a Healer locked out for a complete healthbar..... I understand we have the Trinket but even then its only going help so much.... in any largescale PVP that thing is trash.
spot on.
maybe GS stun skills should share the same cool down timer with any weapon it pairs with with it's own CC (e.g dagger or SnS) same as they did with the wand/bow heals.
I wonder if they will do this or do they not really care about balance?