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  1. #7
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Renault View Post
    I can agree with your first point. I think invincibility should be removed when you perform an action, which I can confirm after testing that this is not it's current nature.

    The second however, I don't. A healer can die, res, then sprint out and reach the middle of the map with 3 seconds of invincibility still left on their timer. This allows them to heal/cc/etc. without any chance at counter play. You may say "it's not too big of an influence" but not being able to control an enemy healer for anywhere between 1-10 seconds is huge.
    That's sort of the thing, you're looking at one GCD or 2 oGCDs in that period of time if they're running back into the fight in middle. If it's longer than 3~ seconds, you're more closer to their side and that that point, you're taking the risks associated with over extending into their territory.

    Not to say that I haven't had moments where they would pull off a last minute oGCD heal on the tank as they were running back in, but you can't really counterplay against oGCDs in the first place unless they were in the range of your CCs (and for the most part, they aren't unless.) I agree that 10 seconds of a healer being invulnerable is huge, but 1~3 seconds isn't as much especially if it's related to oGCDs and close proximity to their side, if only because you can't attribute most of that happening because they were invulnerable.

    Thinking back on it though, making the invulnerability be removed on action really doesn't make it much of a spawn-camp deterrence. Top off with the layout (specifically the stairs), staying on the spawn point isn't necessarily the best option for even the respawning team due to LoS.
    (1)
    Last edited by RiceisNice; 04-21-2016 at 10:45 AM.
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