You do realize what makes chakra bs op is it is instant and it takes off a debuff? Disciples without chakra would still be a freaking amazing class with there current skills.
You do realize that you have no sense whatsoever of what truly overpowered skills are like? Disciples without chakra would not be an amazing class and you know it. I gather that this is the reason you want the skill nerfed or removed.
Regardless of whether or not you'll listen, I'll offer an explanation anyway. Let's take root for example:
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Casters get rooted, they have plenty of spells to fight back with. Some even have movement or crowd control effects to help them avoid any incoming damage while stuck in place.
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Rangers fit into the same category with their high bow damage.
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Samurai impermanece/windwalk.
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Dragoons have spear (longer range than forcepull) on top of high armor and hp to soak damage or jump/super jump to escape if needed.
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Bards can voidsong to silence and/or healing chorus (same thing as chakra with less healing, debuff removal included).
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Ninja have escape artist and, holy god, all kinds of other utility abilities.
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Bloodmages have silence and good range damage to fight back with similar to the casters.
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Mystics have plenty of heals, root of their own, and invis.
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Paladins can shield, shield reflect, invulnerable, heal, lay on hands, and have high armor/hp. I exclude their pull and silence since both are low range, but they do have those as well.
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Dreadknights, high armor/hp. They seem the worst off in this situation of all the classes, but they do still have things like mana freeze and terror should their target be close enough for use.
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Cleric, heal-heal-heal-invuln-heal-heal-guardianangel-heal-heal-heal screw this, let's go fight something else, I don't have three hours for this crap.
The only class I can't speak of is runeblade since they were completely redone.
So that leaves disciples with chakra. That's it. Forcepull has a limit of 10 blocks, easily out-ranged by any class that needs to stay out of melee range, and flying kick requires the disciple to be in melee range to use. Without the chance to purge root using chakra (and if the caster is smart, they'll put another debuff on before it to block this), the disciple can only use warm-up heals and hope for survival until root fades.
Basically what I'm seeing here is a bunch of people who either haven't played the class or haven't fought it regularly until just recently screaming for change so that their pvp lives might be easier rather than learning how to fight properly. Don't like that comment? Good. The truth does tend to sting.