Disarm

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grobblewobble
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Disarm

#1 Post by grobblewobble »

Getting disarmed has become a major pain. I'm being disarmed several times in every big fight now. And that is with 92% disarm immunity (I wear every item with disarm immunity that I could find, even though I have some really juicy alternatives for some of those item slots). It has replaced Stun as the most common, annoying and dangerous status. And in contrast to stun, there aren't many ways to counter it afaik. Flinching resolve doesn't help, nor does any other talent (that I can get - I'm playing a berserker).

Does anyone else have the same trouble? How do you handle it.

HousePet
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Re: Disarm

#2 Post by HousePet »

Acid Wave rune isn't checking resistance.
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Davion Fuxa
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Re: Disarm

#3 Post by Davion Fuxa »

There definitely needs to be some Anti-Disarm talents added. The Berserker for example should probably pick up Partial or Full Disarm Immunity from Berserker Rage (Disabled buff if they go Unstoppable). Other classes highly centred around a weapon should probably get a look at what can be done for them as well.
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grobblewobble
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Re: Disarm

#4 Post by grobblewobble »

HousePet wrote:Acid Wave rune isn't checking resistance.
Ok, so I've been equipping those disarm immunity items for nothing. Great.

I am the only one who thinks that is really bad? It means there is almost nothing you can do about being disarmed at all! And it happens really, really often.

HousePet
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Re: Disarm

#5 Post by HousePet »

There are other sources of disarm, and I'm pretty sure its an accident.
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themuffinthief
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Re: Disarm

#6 Post by themuffinthief »

HousePet wrote:Acid Wave rune isn't checking resistance.
Would draconic will (or spine of the world) still prevent the disarm, or does it just give 100% resistance?

Suslik
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Re: Disarm

#7 Post by Suslik »

HousePet wrote:Acid Wave rune isn't checking resistance.
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Atarlost
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Re: Disarm

#8 Post by Atarlost »

The effects that shut down an entire class of talents probably shouldn't exist.

Disarm is a hard shutdown for every mundane class except the brawler as well as any other weapon reliant class. Silence is a hard shutdown to pure casters. Talents like that gain overwhelming power at the expense of limited target criteria are just too potent in the hands of NPCs since the player only has one class.
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Davion Fuxa
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Re: Disarm

#9 Post by Davion Fuxa »

I don't think they are too bad; comparably Stun can shut down a character by limiting his damage and preventing him from retreating. Confusion can be quite bad too. At the very least, all Disarm does is prevent you from attacking. Silence usually doesn't have a long duration on it either.
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Suslik
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Re: Disarm

#10 Post by Suslik »

Disarm is bad? At least you don't rely on your weapon to flee/heal. When a mage gets silenced, they cannot even use a talent that removes silence/heal themselves with spells/flee with spells. Read "with spells" for any undeads including liches as "at all" because undeads cannot even use the only way of removing silence - wild infusion. Even the only rune(was it the cold one?) that removes a single mental effect becomes unusable as well because of silence.

Orangeflame
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Re: Disarm

#11 Post by Orangeflame »

Well, silence is much rarer than disarm with the acid wave rune being a part every rune-using NPC's arsenal. That, and this particular rune ignores resistance, it isn't uncommon to be stuck punching things for extended periods of time.
Disarm is applied so frequently that my physical wild usually isn't recharged before I get hit with it again.
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grobblewobble
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Re: Disarm

#12 Post by grobblewobble »

That is the thing. A monster ability that nearly completely disables you is not a problem in itself, as long as it is rare. But acid runes seem to be used in nearly every big fight. Often several times in the same fight, by different monsters. And then it's a problem.

Stun is also quite common, but that one is not too bad because there are several talents that help you deal with it and Stun Immunity is found on many items, too.

But for Disarm, there are very few talents available to fighter classes that help against it. The only talent I can think of is Providence and not everyone wants the light tree. Disarm immunity is pretty rare to find on items, too.

Disarm means that you dropped your weapon. Why would an acid rune make you do that? I don't see how it's realistic. And it doesn't serve to make the game more fun either, on the contrary, it is really annoying when you're playing a fighter class. So this new mechanic did not improve the game in any way.

So let's take a step back. Why was disarm added to acid runes again? If acid runes need to be improved, why not do it in a different way? They could be more damaging, or they could apply some other debuff.. there are so many options.

edge2054
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Re: Disarm

#13 Post by edge2054 »

grobblewobble wrote: So let's take a step back. Why was disarm added to acid runes again? If acid runes need to be improved, why not do it in a different way? They could be more damaging, or they could apply some other debuff.. there are so many options.
I kinda like the design of attack runes supplying a powerful debuff. It really separates them and gives them different utility then infusions.

That said I don't like that they're also clearing a debuff. This really is feeling like overkill to me.

Biting Gale is the worst offender (deals damage, cuts stun immunity in half, freezes, and then clears a mental effect).

And of course Heat Beam now sucks in comparison to Biting Gale and Acid Wave. I'm undecided on Lightning Runes, they sound nice on paper but in practice I haven't been using them at all in 1.2.

Davion Fuxa
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Re: Disarm

#14 Post by Davion Fuxa »

Heat Beam Runes can have a really low cooldown duration in comparison to other Offensive Runes - I saw a couple at a cooldown of 12, the same cooldown as Wild Infusions at their lowest cooldown I think; not sure if Biting Gale or Acid Wave get very low cooldowns like that. As a note though, it would be nice if Heat Beam Runes could have a lower cooldown duration then even the comparative Wild Infusion; so that it would hold more of a niche as the inscription of choice for removing Physical effects.

In regards to Acid Wave Runes doing disarm, the idea is that the Acid Coating renders the weapon useless; maybe because you can't grip it or it's too painful to hold or something. At the very least it borrows heavily from the Venom Drake Aspects category in respects to Acidic Spray or Corrosive Breath; before it borrowed from Corrosive Mist for its previous effect. The Disarm feature on Acid Wave probably needs to get wrung through the debugger a bit more to make sure all the kinks are out though; and maybe it should also borrow the 25% of the time feature as well if it is still an issue.
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Faarhawk
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Re: Disarm

#15 Post by Faarhawk »

One of the devs was online the other night (I don't remember which one), and this subject came up. I thought he said that the disarm resist check got accidentally removed when some other enhancements were made. He said it would be fixed soon.

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