The rez problem.
Since coming back, I've noticed that it's now common for someone to die 3-4 times in a fight. They Starburst, they ink a new one, they rush back with using a piece of onyx or an idol, a spirit beacon, etc.
It's ridiculous, it exacerbates differences in tanking ability in 1v1s and teams and it favours certain professions over others. There seem to be a few root causes to this:
- Starburst protects against xp loss on death, and isn't a 'real' kill anymore, so it's become much more popular
- Starburst can be re-inked during a fight and touched as soon as it's off cooldown, and disrupting them inking is difficult.
- Bosses drop an item that can rez you faster, which means people who can tank those bosses are less likely to stay dead, as are people who can dump credits into onyx.
- There are multiple promo items that rez yourself or an ally. Angel idols, spirit beacons, etc.
- Some professions build momentum by building up a resource, which persists if their target starbursts, whilst some rely on an on-target resource which starburst wipes
Inhume seems to be the only worthwhile counter to these tactics, and it doesn't deal with all of them. It's also a power particular to a single aspect, and it takes 4 monoliths to unlock. There's an earring to block starburst, but it has a 12 hour cooldown for one kill, and that's when linked or stacked.
My view is this: Nuke starburst, or make it only work in PVE and repurpose onyx entirely. Angel idols have a significant cooldown, but they'd need changing too because they'd be too valuable once starburst changed. Spirit beacons would, similarly, need altering.
It's ridiculous, it exacerbates differences in tanking ability in 1v1s and teams and it favours certain professions over others. There seem to be a few root causes to this:
- Starburst protects against xp loss on death, and isn't a 'real' kill anymore, so it's become much more popular
- Starburst can be re-inked during a fight and touched as soon as it's off cooldown, and disrupting them inking is difficult.
- Bosses drop an item that can rez you faster, which means people who can tank those bosses are less likely to stay dead, as are people who can dump credits into onyx.
- There are multiple promo items that rez yourself or an ally. Angel idols, spirit beacons, etc.
- Some professions build momentum by building up a resource, which persists if their target starbursts, whilst some rely on an on-target resource which starburst wipes
Inhume seems to be the only worthwhile counter to these tactics, and it doesn't deal with all of them. It's also a power particular to a single aspect, and it takes 4 monoliths to unlock. There's an earring to block starburst, but it has a 12 hour cooldown for one kill, and that's when linked or stacked.
My view is this: Nuke starburst, or make it only work in PVE and repurpose onyx entirely. Angel idols have a significant cooldown, but they'd need changing too because they'd be too valuable once starburst changed. Spirit beacons would, similarly, need altering.
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The problem with onyx is pretty much the ability to boss farm in a way that I'm pretty sure would be impossible in any of the other games. That in itself isn't bad, especially with our current tanking requirements. I like that our game isn't super stingy with boss rewards, and people kind of need those temp arties (for example) to not blow up. But people (like me) do have stockpiles of onyx from promo market. If you are fighting a team that has agreed "we are using the crap out of onyx for this", it can definitely be a huge gamechanger. And if a team feels they have enough onyx to do it for day to day engagements (as in, most of the team using onyx, or key players using it), then it becomes a near constant factor.
Edit: And a world where crystal is my best chance against damage is a world where I die 5 seconds after regaining equilibrium anyway ;;
Onyx limits sound fine. I have almost 200 resurrections just on the fly. An hour CD or something would handle that easily.
I really just would rather have starburst get deleted or massively changed. My old idea was a delayed rezz in council/area after dropping from the sky in a literal starburst. You'd be able to get into the fight faster than if you died the True Death (Ssssooookehhh), but it'd be about a minute if you wanted to restarburst before going in. A 30s-1m timeout from a fight for dying sounds reasonable, IMO, especially since it's far lower than eating the Dis debuff.
For normal resurrection skills, require a decent channel (10-20s). Not opposed to some kind of onyx cooldown.
Also: Yeah, raw damage is annoying in team fights, but starburst doesn't fix that. You're not really supposed to survive being targeted by that, and starburst doubles the difference. That's why 95% of the game starbursts and just dies again. A druid who knows how to leap may escape, but that's neither guaranteed nor a good argument for starburst.
Like a daydream.. or a fever
Moreover, every person in the game has this option with starburst, which levels the playing field for all, especially when only one circle has unconditional access to resurrection. If most people are dying again immediately anyway, I do not see why it is a bad thing to keep that available, considering it does make a difference if used intelligently, and if not, free PK xp, whoo.
Like a daydream.. or a fever
You might hate it, but it's mechanically advantageous at slowing down the pace of reinforcements and adding trade offs to decision making. People have to commit to either rushing back quickly (without full defences) or coming back more slowly with everything lined up to fight at full strength.
Like a daydream.. or a fever
If someone has 600hp, and I have 500hp, I have to burn through 1200 to actually kill them, and they have to burn through 1000 to kill me, with just one starburst. It inflates HP differences, which is bad.
Putting it on a decently long cooldown - shared with idols, etc - might solve the problem, but it wouldn't fix it entirely.
E: Along with a nerf to inhume.
Starburst situationally gives people more ability to counterplay targeting priorities, and that is also important.
Like a daydream.. or a fever
Bard Rezz
Demonic has these rezz abilities:
DK Reanimate
AntiMagick has these rezz abilities:
Priest Rezz
Templar Rezz
All circles have these rezz abilities:
Supremacy Revive
Shamanism Rezz
Devil salts
Aryana aspect
EDIT: The ubiquity in rezz is slightly higher in AM, because two circle specific profs have it and they now have access to two profs originally fulfilling the role of that second circle specific rezz for Demonic and Magick.
A bard loses all their defensive songs when they die. That's a long list of defs that it would take a long time to put back up mid fight, or SING ALL would cost 13~ seconds of equilibrium and get the bard killed anyway. Contrast this to classes that don't have such defences, and you see why this situation sucks.
Like a daydream.. or a fever
I've experienced full def strip just enough to know I simply didn't find it much fun (although I'd probably still run starburst just for the sake of any boost to my team, and I imagine many people would).
Full def strip would make most people into nothing but a meatshield post burst, I think. There are some rare exceptions, and these are the sorts of people who have specific offenses and defenses for every class in the game, but for the most part, it turns you into a true meatshield after the burst. Most players have to be a meatshield from time to time, for sure, and we all accept that, but building it right into the game just isn't fun (imo).
(Ring): Lartus says, "Then it exploded."
(Ring): Zsetsu says, "Everyone's playing checkers, but Theophilus is playing chess."