Quote:
Originally Posted by reaper with no name
Some damage does seep through. About 10%.
All conditions are balanced around the assumption that people will bring skills to remove them. In other words, the purpose of blind is not necessarily to shut down melee, but to force the party to bring condition removal to prevent having their melee be shut down. If they don't bring condition removal, then the melee deserves to miss 90% of the time.
Since RA doesn't allow enough player slots on each team to counter everything it is inevitable that some things like this will be overpowered there. But if they were nerfed, then those things would become underpowered in more competitive formats like GvG. And when it comes to GvG balance vs RA balance, GvG should take priority.
Also, if blind is really making it that impossible to succeed, then that means it should be worth using your secondary profession to counter. If you can't bear losing some of your effectiveness for immunity to blindness, then logic dictates blindness must not be enough of a problem to be worth countering in the first place.
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Meleers have the following outcomes:
a.) Be blinded and taken out of play throughout the entire match because you decided to take Shock [an unconditional, guaranteed knockdowns] to stop critical spells [i.e.: Diversion, Shame, Backfire, Hammer or Axe Warrior spikes, Rodgort's Invocation, WoH, Burst, etc...],
or
b.) Take
[insert condition removal skill here] and miss out on the extra utility that they could've had to save their match from total devastation by skills listed above in "a.)".
It's pretty much a catch-22 here, but with my suggestion above [50-66% blinded miss rating], it makes face-rolling as a B.Surger less easy-mode. It also forces casters in general to rely more heavily on skillfully timing their blocking stances and other anti-melee instead of just fire & forgetting.