Being Knocked Down removes your stance
ensoriki
I think this idea should be added,
Theres a couple reasons.
1) Lol It just makes damn sense...how are you in your fighting stance when your on your ass?
2) Stances can still be used while KD, you just lose them WHEN your KD,
3)Theres alot of defensive stances and IAS stances, Doing so enables much more use. Shock and other skills would become more valuable in this update
4)Blocking stances take a hit, Wards and Guardian aren't affected.
5) Will not work on balanced stance so no1 cry.
6)It just creates 1 more counter in a game that could use it right now, with stances being used everywhere it enables casters to fight against stances and Melee can also do it as long as its not a block stance =P
7) Shock,MOI,Iron palm,Gale,Shield of Judgement, etc all become better.
Oh btw heres the list of current stance removal
[card]Mark of Insecurity[/card][card]Wild Throw[/card][card]Wild Strike[/card][card]Wild Blow[/card] simply 4 skills, 1 that is not actual removal but duration decrease
Heres list of KD (wiki copypasta)
The following skills inflict unconditional knock downs:
* Warrior Backbreaker causes a four second knockdown.
* Warrior Devastating Hammer also causes weakness.
* Warrior Earth Shaker knocks down adjacent foes as well.
* Warrior Grapple knocks down both user and touched target and user loses all stances.
* Warrior Hammer Bash costs all of the user's adrenaline.
* Warrior Shove costs all adrenaline and disables the user's non-attack skills.
* Ranger Spike Trap also Cripples all foes hit.
* Monk Signet of Judgment also deals damage to target and adjacent foes.
* Elementalist Gale causes exhaustion to the caster.
* Elementalist Lightning Surge knocks down the foe after several seconds.
* Elementalist Shock requires a touch.
* Elementalist Earthquake and Dragon's Stomp knock down foes nearby and cause exhaustion to the caster.
* Elementalist Meteor and Meteor Shower knock down foes in an area and cause exhaustion.
* Ritualist Grasping Was Kuurong knocks down nearby foes.
* Any Junundu Siege is a projectile skill which also deals earth damage.
* Any Junundu Tunnel knocks down adjacent foes when it ends.
The following skills inflict knock downs under certain conditions:
* Warrior Counter Blow knocks down the target if they are attacking.
* Warrior Heavy Blow knocks down the target if they have weakness on them.
* Warrior Irresistible Blow knocks down the opponent if blocked.
* Warrior Magehunter's Smash knocks down the foe if they have an enchantment on them.
* Warrior Bull's Charge and Bull's Strike knock down any foe if they are moving.
* Warrior Griffon's Sweep and Leviathan's Sweep knock down the opponent if blocked.
* Warrior Shield Bash knocks down a foe the next time the caster is attacked with a melee skill.
* Warrior "None Shall Pass!" knocks down nearby moving foes.
* Warrior "Coward!" knocks down a moving foe.
* Ranger Bestial Pounce and Savage Pounce knock down foes if it hits them while they are casting a spell.
* Ranger Pounce knocks down the target if they are moving.
* Ranger Tripwire knocks down foes only if they are Crippled
* Monk Balthazar's Pendulum knocks down a foe if they try to knock down the target.
* Monk Bane Signet knocks down the target if they are attacking.
* Monk Shield of Judgment knocks down foes that attack the target.
* Necromancer Soul Bind knocks down the target if they receive a hex while attacking.
* Necromancer Weaken Knees causes the target to be knocked down the next time successfully attacked while moving.
* Mesmer Psychic Instability causes the target to be knocked down when interrupted.
* Elementalist Gust knocks down the foe if they have an earth or water hex on them.
* Elementalist Mind Shock knocks down the foe if they have less energy than the caster.
* Elementalist Whirlwind and Teinai's Wind knock down adjacent attacking foes.
* Elementalist Thunderclap knocks down the foe and adjacent foes every time the foe is hit for lightning damage.
* Elementalist Churning Earth knocks down foes moving faster than normal.
* Elementalist Stoning knocks down foes suffering from weakness.
* Elementalist Unsteady Ground knocks down attacking foes.
* Elementalist Water Trident knocks down moving foes.
* Assassin Horns of the Ox knocks down the target if no foes are adjacent to them.
* Assassin Iron Palm knocks down foes suffering from a hex or condition.
* Assassin Scorpion Wire knocks down a foe after the caster is a certain distance from them.
* Assassin Mark of Instability knocks down a foe if hit by a dual attack.
* Assassin Wastrel's Collapse knocks down foe after 5 seconds, ends prematurely if that foe uses a skill.
* Assassin Trampling Ox knocks down a foe if he or she is crippled, must follow an off-hand attack.
* Assassin Entangling Asp knocks down foe if follows a lead attack.
* Ritualist Wanderlust knocks down non-moving foes when struck.
* Any Choking Breath knocks down foes casting a spell for four seconds.
we'd have 45 or so counters to stance (not counting junundu skills)
Remember stances can still be used While your kd
See the game will survive even without this change, I just think it would be better overall.
Share your opinion on this.
Theres a couple reasons.
1) Lol It just makes damn sense...how are you in your fighting stance when your on your ass?
2) Stances can still be used while KD, you just lose them WHEN your KD,
3)Theres alot of defensive stances and IAS stances, Doing so enables much more use. Shock and other skills would become more valuable in this update
4)Blocking stances take a hit, Wards and Guardian aren't affected.
5) Will not work on balanced stance so no1 cry.
6)It just creates 1 more counter in a game that could use it right now, with stances being used everywhere it enables casters to fight against stances and Melee can also do it as long as its not a block stance =P
7) Shock,MOI,Iron palm,Gale,Shield of Judgement, etc all become better.
Oh btw heres the list of current stance removal
[card]Mark of Insecurity[/card][card]Wild Throw[/card][card]Wild Strike[/card][card]Wild Blow[/card] simply 4 skills, 1 that is not actual removal but duration decrease
Heres list of KD (wiki copypasta)
The following skills inflict unconditional knock downs:
* Warrior Backbreaker causes a four second knockdown.
* Warrior Devastating Hammer also causes weakness.
* Warrior Earth Shaker knocks down adjacent foes as well.
* Warrior Grapple knocks down both user and touched target and user loses all stances.
* Warrior Hammer Bash costs all of the user's adrenaline.
* Warrior Shove costs all adrenaline and disables the user's non-attack skills.
* Ranger Spike Trap also Cripples all foes hit.
* Monk Signet of Judgment also deals damage to target and adjacent foes.
* Elementalist Gale causes exhaustion to the caster.
* Elementalist Lightning Surge knocks down the foe after several seconds.
* Elementalist Shock requires a touch.
* Elementalist Earthquake and Dragon's Stomp knock down foes nearby and cause exhaustion to the caster.
* Elementalist Meteor and Meteor Shower knock down foes in an area and cause exhaustion.
* Ritualist Grasping Was Kuurong knocks down nearby foes.
* Any Junundu Siege is a projectile skill which also deals earth damage.
* Any Junundu Tunnel knocks down adjacent foes when it ends.
The following skills inflict knock downs under certain conditions:
* Warrior Counter Blow knocks down the target if they are attacking.
* Warrior Heavy Blow knocks down the target if they have weakness on them.
* Warrior Irresistible Blow knocks down the opponent if blocked.
* Warrior Magehunter's Smash knocks down the foe if they have an enchantment on them.
* Warrior Bull's Charge and Bull's Strike knock down any foe if they are moving.
* Warrior Griffon's Sweep and Leviathan's Sweep knock down the opponent if blocked.
* Warrior Shield Bash knocks down a foe the next time the caster is attacked with a melee skill.
* Warrior "None Shall Pass!" knocks down nearby moving foes.
* Warrior "Coward!" knocks down a moving foe.
* Ranger Bestial Pounce and Savage Pounce knock down foes if it hits them while they are casting a spell.
* Ranger Pounce knocks down the target if they are moving.
* Ranger Tripwire knocks down foes only if they are Crippled
* Monk Balthazar's Pendulum knocks down a foe if they try to knock down the target.
* Monk Bane Signet knocks down the target if they are attacking.
* Monk Shield of Judgment knocks down foes that attack the target.
* Necromancer Soul Bind knocks down the target if they receive a hex while attacking.
* Necromancer Weaken Knees causes the target to be knocked down the next time successfully attacked while moving.
* Mesmer Psychic Instability causes the target to be knocked down when interrupted.
* Elementalist Gust knocks down the foe if they have an earth or water hex on them.
* Elementalist Mind Shock knocks down the foe if they have less energy than the caster.
* Elementalist Whirlwind and Teinai's Wind knock down adjacent attacking foes.
* Elementalist Thunderclap knocks down the foe and adjacent foes every time the foe is hit for lightning damage.
* Elementalist Churning Earth knocks down foes moving faster than normal.
* Elementalist Stoning knocks down foes suffering from weakness.
* Elementalist Unsteady Ground knocks down attacking foes.
* Elementalist Water Trident knocks down moving foes.
* Assassin Horns of the Ox knocks down the target if no foes are adjacent to them.
* Assassin Iron Palm knocks down foes suffering from a hex or condition.
* Assassin Scorpion Wire knocks down a foe after the caster is a certain distance from them.
* Assassin Mark of Instability knocks down a foe if hit by a dual attack.
* Assassin Wastrel's Collapse knocks down foe after 5 seconds, ends prematurely if that foe uses a skill.
* Assassin Trampling Ox knocks down a foe if he or she is crippled, must follow an off-hand attack.
* Assassin Entangling Asp knocks down foe if follows a lead attack.
* Ritualist Wanderlust knocks down non-moving foes when struck.
* Any Choking Breath knocks down foes casting a spell for four seconds.
we'd have 45 or so counters to stance (not counting junundu skills)
Remember stances can still be used While your kd
See the game will survive even without this change, I just think it would be better overall.
Share your opinion on this.
Woop Shotty
Are you saying this because it makes sense to you or because you would really like to be able to remove stances in more ways?
I don't like the idea really.
I don't like the idea really.
the Puppeteer
ensoriki you probably don't like ranger groups...
ensoriki
I think there should be more stance removal.
As you can see there are only 3 real Stance removal and 1 skill that shortens there duration.
Rangers my second favourite class, talk to people everyone will say
"ensoriki defends classes he likes, like a retard"
As you can see there are only 3 real Stance removal and 1 skill that shortens there duration.
Quote:
ensoriki you probably don't like ranger groups... |
"ensoriki defends classes he likes, like a retard"
HawkofStorms
/notsigned
Skill balance is never done based on "what makes sense." Its fine as is (especially since many warriors/dervishes use wild blow in PvP anyway).
Skill balance is never done based on "what makes sense." Its fine as is (especially since many warriors/dervishes use wild blow in PvP anyway).
Pyro maniac
I don't get it ...
/notsigned
/notsigned
ensoriki
Its not just about making sense.
That was just 1 of the reasons =P
Pyro maniac, the suggestion is.
When someone is knocked down they lose their stance.
That was just 1 of the reasons =P
Pyro maniac, the suggestion is.
When someone is knocked down they lose their stance.
Saphatorael
I don't get this:
If you mean that stances don't have any effect when you're kd'ed, but function normally when not kd'ed (standing, running, casting, attacking, etc.), only to function properly again once you're back on your feet, then I'd /sign. Seems quite interesting.
Quote:
2) Stances can still be used while KD, you just lose them WHEN your KD, |
ShadowsRequiem
Fine the way it is.
Any melee class can easily switch to X/W for wild blow.
Any melee class can easily switch to X/W for wild blow.
Likelytodie
That seems like it would pretty much kill stances completely >.>
/not signed
/not signed
iriyabran
Quote:
Originally Posted by Likelytodie
That seems like it would pretty much kill stances completely >.>
/not signed |
Turtle222
sry, /notsigned
although it would make sense in real life, the imbalance is sure to kick in
although it would make sense in real life, the imbalance is sure to kick in
Snow Bunny
Quote:
Originally Posted by ensoriki
I think this idea should be added,
Theres a couple reasons. 1) Lol It just makes damn sense...how are you in your fighting stance when your on your ass? 2) Stances can still be used while KD, you just lose them WHEN your KD, 3)Theres alot of defensive stances and IAS stances, Doing so enables much more use. Shock and other skills would become more valuable in this update 4)Blocking stances take a hit, Wards and Guardian aren't affected. 5) Will not work on balanced stance so no1 cry. 6)It just creates 1 more counter in a game that could use it right now, with stances being used everywhere it enables casters to fight against stances and Melee can also do it as long as its not a block stance =P 7) Shock,MOI,Iron palm,Gale,Shield of Judgement, etc all become better. Oh btw heres the list of current stance removal [card]Mark of Insecurity[/card][card]Wild Throw[/card][card]Wild Strike[/card][card]Wild Blow[/card] simply 4 skills, 1 that is not actual removal but duration decrease Heres list of KD (wiki copypasta) The following skills inflict unconditional knock downs: * Warrior Backbreaker causes a four second knockdown. * Warrior Devastating Hammer also causes weakness. * Warrior Earth Shaker knocks down adjacent foes as well. * Warrior Grapple knocks down both user and touched target and user loses all stances. * Warrior Hammer Bash costs all of the user's adrenaline. * Warrior Shove costs all adrenaline and disables the user's non-attack skills. * Ranger Spike Trap also Cripples all foes hit. * Monk Signet of Judgment also deals damage to target and adjacent foes. * Elementalist Gale causes exhaustion to the caster. * Elementalist Lightning Surge knocks down the foe after several seconds. * Elementalist Shock requires a touch. * Elementalist Earthquake and Dragon's Stomp knock down foes nearby and cause exhaustion to the caster. * Elementalist Meteor and Meteor Shower knock down foes in an area and cause exhaustion. * Ritualist Grasping Was Kuurong knocks down nearby foes. * Any Junundu Siege is a projectile skill which also deals earth damage. * Any Junundu Tunnel knocks down adjacent foes when it ends. The following skills inflict knock downs under certain conditions: * Warrior Counter Blow knocks down the target if they are attacking. * Warrior Heavy Blow knocks down the target if they have weakness on them. * Warrior Irresistible Blow knocks down the opponent if blocked. * Warrior Magehunter's Smash knocks down the foe if they have an enchantment on them. * Warrior Bull's Charge and Bull's Strike knock down any foe if they are moving. * Warrior Griffon's Sweep and Leviathan's Sweep knock down the opponent if blocked. * Warrior Shield Bash knocks down a foe the next time the caster is attacked with a melee skill. * Warrior "None Shall Pass!" knocks down nearby moving foes. * Warrior "Coward!" knocks down a moving foe. * Ranger Bestial Pounce and Savage Pounce knock down foes if it hits them while they are casting a spell. * Ranger Pounce knocks down the target if they are moving. * Ranger Tripwire knocks down foes only if they are Crippled * Monk Balthazar's Pendulum knocks down a foe if they try to knock down the target. * Monk Bane Signet knocks down the target if they are attacking. * Monk Shield of Judgment knocks down foes that attack the target. * Necromancer Soul Bind knocks down the target if they receive a hex while attacking. * Necromancer Weaken Knees causes the target to be knocked down the next time successfully attacked while moving. * Mesmer Psychic Instability causes the target to be knocked down when interrupted. * Elementalist Gust knocks down the foe if they have an earth or water hex on them. * Elementalist Mind Shock knocks down the foe if they have less energy than the caster. * Elementalist Whirlwind and Teinai's Wind knock down adjacent attacking foes. * Elementalist Thunderclap knocks down the foe and adjacent foes every time the foe is hit for lightning damage. * Elementalist Churning Earth knocks down foes moving faster than normal. * Elementalist Stoning knocks down foes suffering from weakness. * Elementalist Unsteady Ground knocks down attacking foes. * Elementalist Water Trident knocks down moving foes. * Assassin Horns of the Ox knocks down the target if no foes are adjacent to them. * Assassin Iron Palm knocks down foes suffering from a hex or condition. * Assassin Scorpion Wire knocks down a foe after the caster is a certain distance from them. * Assassin Mark of Instability knocks down a foe if hit by a dual attack. * Assassin Wastrel's Collapse knocks down foe after 5 seconds, ends prematurely if that foe uses a skill. * Assassin Trampling Ox knocks down a foe if he or she is crippled, must follow an off-hand attack. * Assassin Entangling Asp knocks down foe if follows a lead attack. * Ritualist Wanderlust knocks down non-moving foes when struck. * Any Choking Breath knocks down foes casting a spell for four seconds. we'd have 45 or so counters to stance (not counting junundu skills) Remember stances can still be used While your kd See the game will survive even without this change, I just think it would be better overall. Share your opinion on this. |
As a ranger when I gvg, I'd ragequit this game on principle.
Lhim
/notsigned
A lot of things don't make sense in this game. A meteor falls on my head and I'm still alive....
Anyway, it's fine the way it is, don't mess with it.
A lot of things don't make sense in this game. A meteor falls on my head and I'm still alive....
Anyway, it's fine the way it is, don't mess with it.
Div
How can people still be in a stance when knocked down? How can people still live after being decapitated? I'd like to see you get hit by a meteor in real life and live, or by lightning strike and barely take any damage. This game isn't about what makes sense physically. And if anything, they need shout removal, since there is none.
Issac
They shouldn't allow you to use instant cast skills while knocked down.
ensoriki
=P Lol everyone keeps using the makes sense thing.
Thats not the main reason it was just an additional 1.
I said it cus there were few Stance counters, its not that stances are potently dangerous >.>
Thats not the main reason it was just an additional 1.
I said it cus there were few Stance counters, its not that stances are potently dangerous >.>
MithranArkanere
It makes sense, and knocking down is not something unavoidable, nor very easy to deal.
Gives Elementalists ways to remove stances... and more reasons to bring anti-kncok down skills...
And it's not illogical.
Gives Elementalists ways to remove stances... and more reasons to bring anti-kncok down skills...
And it's not illogical.
Xx_Sorin_xX
Quote:
Originally Posted by ensoriki
I think there should be more stance removal.
As you can see there are only 3 real Stance removal and 1 skill that shortens there duration. |
TheLordOfBlah
Knockdown would be too broad of a counter for stances.
Puzur
If we are looking for more realistic features in the game perhaps we should remove the res shrines too...
ax mastery
lol? you want kd's to be more powerful? you do realize that for 2-4 full seconds a person can do NOTHING right? KD's dont need to be more powerful. Especially shock... it's like the most versitile skill on a warrior's bar. I play warrior in gvg just so you know. This is a terrible idea.
MithranArkanere
XD... shock.... it would be funny... XD...
Currently there are only 3 skills that remove stances The 'Wild' skills...
Maybe that has a reason to be that way...
Currently there are only 3 skills that remove stances The 'Wild' skills...
Maybe that has a reason to be that way...
BlackSephir
Quote:
Originally Posted by HawkofStorms
/notsigned
Skill balance is never done based on "what makes sense." |
Dante the Warlord
Sorry, i know in real life it really does make sense that you won't be in stance anymore, but it'll make knockdown over buffed not to mention kill off any stance heavy war.
/notsigned
/notsigned
Mineria
It would really improve PvP balance... lol
/notsigned
/notsigned
Biostem
The problem w/ this idea is that if you're going to attribute more features to something, then it might cause us to look at other effects in-game.
For instance, should weapons w/ ice mods also slow? Should weapons w/ fire mods also cause burning? If it "makes sense" for one condition to cause other effects, then what about others?
The strict distinction between conditions, though not 100% realistic, is necessary for balance.
For instance, should weapons w/ ice mods also slow? Should weapons w/ fire mods also cause burning? If it "makes sense" for one condition to cause other effects, then what about others?
The strict distinction between conditions, though not 100% realistic, is necessary for balance.
audioaxes
horrible idea, knock down is already powerful enough
legion_rat
/not signed
I agree with audioaxes KD is already powerful. I would like to see a few more stance removal skills but this isnt the way to go in my some what humble opinion.
~the rat~
I get knocked down, but I get up again (Chumbawumba)
I agree with audioaxes KD is already powerful. I would like to see a few more stance removal skills but this isnt the way to go in my some what humble opinion.
~the rat~
I get knocked down, but I get up again (Chumbawumba)
sagilltwins
KDing is already broken as hell...
legion_rat
Quote:
Originally Posted by sagilltwins
KDing is already broken as hell...
|
~the rat~
LuckyStripe
I like the idea, it makes sense.
But if this was to go through, I think a lot of PvE builds would be nerfed.
Sorry, i like this a lot but /notsinged.
But if this was to go through, I think a lot of PvE builds would be nerfed.
Sorry, i like this a lot but /notsinged.
sagilltwins
Quote:
Originally Posted by legion_rat
I know this has nothing to do with topic and may be deleted but I love your avatar pic
~the rat~ |

but...how does your post have anything to do with the topic?

C2K
Quote:
Originally Posted by Dante the Warlord
Sorry, i know in real life it really does make sense that you won't be in stance anymore, but it'll make knockdown over buffed not to mention kill off any stance heavy war.
/notsigned |
/notsigned
Can't have stance heavy warriors take a hit, would actually make RA more challenging.

thedeadlyassassin
/notsigned.
Makes logical sense, but then stances would be worthless. Shock's already valuable, I don't see why you said it'd make it more valuable, because people use it without it removing a stance.
I'd like it better if stances would not be in effect while KD, but to have it removed... seems like every KD would be overpowered.
Makes logical sense, but then stances would be worthless. Shock's already valuable, I don't see why you said it'd make it more valuable, because people use it without it removing a stance.
I'd like it better if stances would not be in effect while KD, but to have it removed... seems like every KD would be overpowered.
A11Eur0
I'm up in the air about this. In order for a warrior to have stance removal, he needs to use a skill slot for wild blow. If not...every single warrior out there who follows the shock axe cookie cutter crap build would put another skill in for wild blow and use shock.
Then again. if you used shock whenever your opponent put up lightning reflexes or whirling, your energy bar would be tapped after about 2 minutes. What else is there...grapple? KD yourself, instead you put in another skill (balanced stance) to counter that. May as well have taken wild blow and kept shock.
The only warriors this would change would be hammer warriors, with tons of KD. If a hammer warrior gets one of his hits through whirling and scores his KD, he doesn't skip a beat. On the other hand, whirling defense shuts a hammer warrior down as he relies on large adrenaline skills for his bar...going strictly off of a few 5 energy attacks isn't going to do much.
Imagine what "You Move Like A Dwarf!" would do to shiro. instead of a warrior nuking his adrenaline reserves with wild blow and killing his damage output, he just pops out the insta-KD from across the room and bingo, no more battle scars.
Then again. if you used shock whenever your opponent put up lightning reflexes or whirling, your energy bar would be tapped after about 2 minutes. What else is there...grapple? KD yourself, instead you put in another skill (balanced stance) to counter that. May as well have taken wild blow and kept shock.
The only warriors this would change would be hammer warriors, with tons of KD. If a hammer warrior gets one of his hits through whirling and scores his KD, he doesn't skip a beat. On the other hand, whirling defense shuts a hammer warrior down as he relies on large adrenaline skills for his bar...going strictly off of a few 5 energy attacks isn't going to do much.
Imagine what "You Move Like A Dwarf!" would do to shiro. instead of a warrior nuking his adrenaline reserves with wild blow and killing his damage output, he just pops out the insta-KD from across the room and bingo, no more battle scars.
RotteN
Quote:
Originally Posted by A11Eur0
Then again. if you used shock whenever your opponent put up lightning reflexes or whirling, your energy bar would be tapped after about 2 minutes.
|
/not signed
stances are just fine
Lord Sojar
/notsigned This would destroy the use of stances during KD spikes on Monks, thus destroying a large section of monk defense in PvP. Icky... no.
Turtle222
Wanderlust would have a whole new meaning
System_Crush
Wasn't this implemented once?
I have had this notion for a while now that knockdown did remove stances.
I don't really use them enough to be sure though.
I have had this notion for a while now that knockdown did remove stances.
I don't really use them enough to be sure though.