
Originally Posted by
ThirdChild_ZKI
And the counter to sprinting healers was of course, cc, which I still say every job should have some form of, just like they did before.
The "counter" to everything is CC, because CC prevents you from acting to various degrees.
Nitpick rant:
And the irony is that it doesn't actually counter anything - Counters are only effective if the enemy is doing the action you intend to counter, because it is a response to an action by definition. A counter-attack is only effective if the enemy strikes you in the first place, otherwise it does nothing. You cannot counter a blow that hasn't been made. And CC is not a response to anything, it simply shuts down action proactively.
The closest thing to a sprint counter you had in the old system was Weapon Throw - First a melee ability, then a tank ability. It would have been a true counter if it had been a guaranteed slow if a sprint effect was removed and not at all otherwise. That's what a counter typically does - You use an action of an enemy to your advantage, in this case you'd use the fact the enemy boosted his speed to your advantage by turning it into a slow, something you couldn't have done if he hadn't sprinted in the first place. And that would be a retroactive counter that doesn't leave the enemy any choice. More common in games are proactive counters that do leave the enemy a choice.
A typical healing counter would be a debuff that causes all incoming healing to damage the person instead for a brief while. Divinity calls it "Decaying Touch". A classic movement counter is the Ultimate of Bloodseeker from DotA - Rupture. It deals damage to you based on the distance you travel while it's active. And a classic burst counter is a skill that blocks all damage and diverts it back to the attacker for a brief while. Or take WoW - Unstable Affliction, a dispel counter DoT that deals damage to and silences the one who happens to dispel it.
Counters often end up leaving you in lose-lose situations in team games, because even though you can commonly identify the counter and simply not do the action it counters for the duration, that can leave you in just as bad a position as if you had done it. CC is a lot more upfront and honest about that - It doesn't even give you that choice.
Similarly, the power of CC directly derives from the actions it prevents, while the power of counters can be independent of that. For example, you can devise a debuff that lasts two hours, persists through death and will instantly cause the player's team to lose should the afflicted player change his shoes. That's a powerful, game-winning counter to changing shoes, but which shoes you wear is absolutely irrelevant to the outcome of the game. The counter is extremely powerful but the action it counters is wholly powerless. On the other hand, a CC that prevents you from changing your shoes is simply useless, because which shoes you wear doesn't matter so the fact you can't change them does neither.
CC thus can be used to approximate power - The more valuable a CC, the more powerful the action it prevents. And I'd be wary of everything that unconditionally requires CC to be dealt with, because there is a mighty good chance you're simply dealing with something broken. Movement is not among that - Gap closers are a thing.
That aside, honestly, the additional skills are generally underwhelming. Even if you were to add Bolt to everyone, what else would you pick? It's 2 out of 7 right now, 2 out of 6 then and you can safely ignore Enliven/Muse depending on your job because few of them use both, TP and Mana, so you can detract another one right there, completely disregarding that Enliven is underwhelming all by itself.
A better start here would be introducing more job actions, which SE seems to be averse to. I can understand why 3 and a half hotbars might be a bit much, but 11 skills are IMO a bit too few if the skills are all generic point&click. In MOBAs, skillshots are a common thing and a dimension of mastery that's nigh on missing entirely here, which has to be compensated 'somehow', if only with more skills.