You are naive enough to believe that you can't nerf anything and things will be fine.
And I am not big on removing a ton of stuff out of the game.
So IMO, in the favor of introducing more variety to the PvP ability choice, I think we need more counters, and I think this is a fair compromise. Sentry 4PC talent contributes to a lot of damage in PvP. So I think Immune effects should remove the Sentry stacks to offset the increased output.
Non of the Immune effects are permanent, and the Immune station itself is destructible.
sentry is not super/signatureOriginally Posted by dnrobs Go to original post
And if the simple skill is overcome by aiming and shooting at it...? This is primitive hierarchical logic - "sets are harder to get i.e. they should be stronger". No they shouldn't.Originally Posted by dnrobs Go to original post
Just because something is hard to get doesn't mean it shouldn't be overcome by something simple. Where is the logic in that? That the time it takes to get something must proportional to the counter?
You can't displace the power of Sentry set talent once a user has it. A lack of counter means everyone will gravitate towards that item.
That's not healthy for game balance. We can see the meta has revolved heavily around a lack of counters because the oppressive items/abilities are reliable.
Signature skills need counters.Originally Posted by dnrobs Go to original post
Signature skills have trivial cooldowns unless you have no clue how to play this game.
You can't build a power hierarchy from arbitrary terminology alone. Signature skills were intended to change the momentum of combat, not be a win button. This isn't Destiny.
Neither is this discussion about signature skills.
Almost everything is the worst thing to use in the DZ except a pair of things.Originally Posted by SupaSkrub Go to original post