TicklesTheMighty
ICE ICE ICE!
- Joined
- Jul 28, 2011
Here's what I've managed to figure out about Disarm thus far though I can't say this is entirely accurate.
Disarm
Mana cost: 15% (used to be 20%)
Cooldown: 3 seconds
Duration: 3 seconds (not positive on this, it seems to go very slightly longer whenever I cast, but this could be blamed on lag)
Range: Will soon be 6 according to Kainzo's post on the Patch 2.7.5 announcement (used to be 15)
Apparent Intended Effect: Forces the opponent to fight with fists or bows only for the duration of the debuff.
Actual Effect: Removes the opponent's equipped weapon from the game for the duration of the debuff. If the opponent attempts to switch to an Axe, Sword, Hoe, or Pickaxe, they are disconnected from the server. If the opponent is disarmed while holding a bow, the bow is returned instantly, and if they switched to a bow while disarmed, they can fight as usual so long as they don't switch to any melee weapon.
Once again, I can't say that this is entirely accurate (especially the apparent intended effect part) but it's what I've gleaned from testing and the information we've been given on disarm. The lack of bow disarming seems to be intentional, though I can't say for sure.
I have two problems with this skill, the first one is that you seem to be able to chain-disarm opposing melee-oriented Rogues into oblivion since the cooldown is equal to the duration, and a Warrior battle could easily degrade to a Disarm fest until everyone's out of mana (though not necessarily). You can of course disarm-chain other classes as well, it's just not as seemingly crippling to a non-Warrior/Rogue class. I think that the cooldown and duration should probably be adjusted so that the opponent could perhaps at least have the chance to get a good whack or two in before losing their weapon again, because the skill as I see it now seems to be fairly overpowered for a skill that every Warrior class gets.
My second problem is that it causes the opponent to disconnect. I understand that this is workable, because if they don't log back in they can be reported for combat logging (and possibly abuse) but it seems to be a very frustrating mechanic to both parties in the case of an opponent accidentally switching, not knowing what disarm would do, or forgetting what was happening in the heat of battle. I suggest that to effectively prevent an opponent from switching to another melee weapon and continuing battle, attempting to circumvent disarm effects should result in a solid 3 second stun. This wouldn't inconvenience the "disarmer", would cover the same duration as disarm in case they attempt to switch absolutely instantly, and give the "disarmee" a very strong incentive to not attempt to circumvent disarm. Any 3 second penalty aside from a disconnect would work, but the disconnect mechanic seems to me to be not at all desirable.
Disarm
Mana cost: 15% (used to be 20%)
Cooldown: 3 seconds
Duration: 3 seconds (not positive on this, it seems to go very slightly longer whenever I cast, but this could be blamed on lag)
Range: Will soon be 6 according to Kainzo's post on the Patch 2.7.5 announcement (used to be 15)
Apparent Intended Effect: Forces the opponent to fight with fists or bows only for the duration of the debuff.
Actual Effect: Removes the opponent's equipped weapon from the game for the duration of the debuff. If the opponent attempts to switch to an Axe, Sword, Hoe, or Pickaxe, they are disconnected from the server. If the opponent is disarmed while holding a bow, the bow is returned instantly, and if they switched to a bow while disarmed, they can fight as usual so long as they don't switch to any melee weapon.
Once again, I can't say that this is entirely accurate (especially the apparent intended effect part) but it's what I've gleaned from testing and the information we've been given on disarm. The lack of bow disarming seems to be intentional, though I can't say for sure.
I have two problems with this skill, the first one is that you seem to be able to chain-disarm opposing melee-oriented Rogues into oblivion since the cooldown is equal to the duration, and a Warrior battle could easily degrade to a Disarm fest until everyone's out of mana (though not necessarily). You can of course disarm-chain other classes as well, it's just not as seemingly crippling to a non-Warrior/Rogue class. I think that the cooldown and duration should probably be adjusted so that the opponent could perhaps at least have the chance to get a good whack or two in before losing their weapon again, because the skill as I see it now seems to be fairly overpowered for a skill that every Warrior class gets.
My second problem is that it causes the opponent to disconnect. I understand that this is workable, because if they don't log back in they can be reported for combat logging (and possibly abuse) but it seems to be a very frustrating mechanic to both parties in the case of an opponent accidentally switching, not knowing what disarm would do, or forgetting what was happening in the heat of battle. I suggest that to effectively prevent an opponent from switching to another melee weapon and continuing battle, attempting to circumvent disarm effects should result in a solid 3 second stun. This wouldn't inconvenience the "disarmer", would cover the same duration as disarm in case they attempt to switch absolutely instantly, and give the "disarmee" a very strong incentive to not attempt to circumvent disarm. Any 3 second penalty aside from a disconnect would work, but the disconnect mechanic seems to me to be not at all desirable.