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rio_zyng
02-15-2011, 09:55 PM
Any opinions on the new Silence skill guys?

now that the effect was decreased to 3 seconds?
I was actually happy for it because it improves our chances in surviving pvp,
i mean talk about putting silence on a mage where he has no chance to cast skills for 10 seconds. And i dont find it usefull to use skill points on the duration too

If i was another class i would be annoyed a bit, but c'mon :D
Let us clerics "silence" the other classes

fenris_bane
02-15-2011, 10:24 PM
Any opinions on the new Silence skill guys?

now that the effect was decreased to 3 seconds?
I was actually happy for it because it improves our chances in surviving pvp,
i mean talk about putting silence on a mage where he has no chance to cast skills for 10 seconds. And i dont find it usefull to use skill points on the duration too

If i was another class i would be annoyed a bit, but c'mon :D
Let us clerics "silence" the other classes

They can silence other classes ... however;

I'm not sure they have done us any favors. That is because I believe that the trippled the cool down making it much less useful.

3 sec every 90 sec is not very good ....

10 sec every 30 seconds ... that is really useful.

rio_zyng
02-15-2011, 10:43 PM
Yea I agreed with you also the cooldown made it very horrible :(
(forgot to mention that) thnx :D

But i still dont know how this silence skill affect mobs :D
I cast it on the boss crab in LN and he didnt spawn any babies, still dont know if silence did it but anyway

Put back to normal our only debuff giving skill to the way it was? :(
just when im having fun chain casting silence in fbz to stop other classes from attacking me for a total of 20 sec
seriously thought they would fix it because of some errors but nooooo~ kiss my favourite pvp skill goodbye >.<

stefan-soan
02-15-2011, 10:47 PM
The Silence skill can be canceled out by skill spam though. If a Mage is silenced...and they use let's say Magic Blast. Silence will only "block" the first MB. The 2nd skill attempting to get used will go through. Either way...this is just a Nerf on a skill that didn't need to be nerfed

i.jedi
02-15-2011, 10:48 PM
A 3 second duration every 30 seconds was reasonable...

A 7-10 second duration every 90 seconds workable...

A 3 second duration every 90 seconds is simply pitiful... :rolleyes:

Haste has definitely made waste regarding this skill. It is our ONLY disable, and now 10 skill points will more than likely needed to be pumped into it to make it even the least bit useful. I for one am disappointed.:mad:

http://i634.photobucket.com/albums/uu68/CKzJedi/Yodafail.jpg

rio_zyng
02-15-2011, 10:59 PM
The Silence skill can be canceled out by skill spam though. If a Mage is silenced...and they use let's say Magic Blast. Silence will only "block" the first MB. The 2nd skill attempting to get used will go through. Either way...this is just a Nerf on a skill that didn't need to be nerfed

lmao! they can break through it? and the people i casted this skill on never really casted any skill for 20 whole seconds :D

*sigh* i wouldnt want to see my skill after logging after the patch.....

GM_Lightburb
02-15-2011, 11:21 PM
Saved spot for future post if I remember.

Thanks.

Infestation
02-15-2011, 11:41 PM
Here is my take on this issue, concerning the main disables of all the classes.

Fighters-
Devastate - 5 seconds base +3 seconds empowered for 8 total. Stunned and can't do anything but stone/house.

Mages-
Drain Mind- 5/6 seconds base at that level of play +3 seconds empowered for 8/9 seconds total. Running around wildly and can only stone.

Archers-
Binding- 3 seconds base +5 seconds empowered for 8 seconds total. Rooted in place, can still stone.

Clerics-
Silence - 3 seconds + 2 seconds fully empowered for a total of 5. Got the duration numbers out of the files.

Seems to me that Silence should be 5 seconds base +3 seconds additional duration from empowerment. Especially since the cooldown now matches Drain Mind, and is longer than Bind.

lisaleggs
02-15-2011, 11:53 PM
A 3 second duration every 30 seconds was reasonable...

A 7-10 second duration every 90 seconds workable...

A 3 second duration every 90 seconds is simply pitiful... :rolleyes:

Haste has definitely made waste regarding this skill. It is our ONLY disable, and now 10 skill points will more than likely needed to be pumped into it to make it even the least bit useful. I for one am disappointed.:mad:

http://i634.photobucket.com/albums/uu68/CKzJedi/Yodafail.jpg

I second this!!! >.<

i.jedi
02-16-2011, 12:28 AM
Clerics-
Silence - 3 seconds + 2 seconds fully empowered for a total of 5. Got the duration numbers out of the files.


I thought fully empowered was 3 seconds when I checked it. :confused: Anyway, I think another point important to the comparisons are the CD times of the disables as well. :D

And I'm still disappointed :(

GM_Lightburb
02-16-2011, 01:11 AM
So what are thoughts on changes?

howiehowie
02-16-2011, 01:27 AM
FIX SHARPSHOOTERS!! WE ARE EPIC FAIL....... read constructive feedback at http://fatallace.blogspot.com/2011/01/archer-rebalance-more-on-way.html

xxaishteruxx
02-16-2011, 01:29 AM
I don't agree with the new changes on the silence skill. This changes just made the skill useless. I would just change the duration of the effect to 5 sec +3 sec max empowered and I would leave the Cool Down in 45 sec -15 sec max empowered.

Have a nice day.

bunzela
02-16-2011, 02:08 AM
So what are thoughts on changes?

my thoughts.. the skill is even less usefull now.. appart from the fact that the hitrate was bad allready because of clerics aim now it only last long enough to blink if u actualy hit ur target n silence them.. looking at fear that lasts 5 seconds and that u barely ever miss the target... looking at mesmerize that last 25 seconds... mesmerize the cleric and recast it when cooldown is gone ( u can basically chaincast on someone without using chain and as long as they dotn get damage they cant move..) use fear twice another of the party and 1 warlock is allready down the way to have ur party half killed.

The whole cleric class is out of balance in my opinion.. and its good that its skills are under review but you guys are thinking the wrong way. at lvl 60 -80 my cleric was very well balanced in pvp and i was very hard/impossible to kill.. even by ppl 10 lvl higher then me... now im dead in 5 secs in pvp on my cleric, whats wrong with that? Cause think of it.. a cleric cant really kill well in pvp either... so class gets useless at higher lvl in pvp...

rio_zyng
02-16-2011, 05:22 AM
Another to add here is it reduces the chances of enemies from casting they're skills :(
"reduces" our only debuff isn't 100% effective even if it does take effect, :D

can we just really have this skill back to normal?
or we can have it like
1- 3 sec duration and 30 sec CD or
2- 10 sec duration and 1min30sec CD or
3- the way it was w/c is 10 sec duration and 30 sec CD

anyways its still under review lets just hope for the best :)

g-regious
02-16-2011, 05:44 AM
So did they destroy silence because clerics were going around and taking out whole guilds or what?

technomancer
02-16-2011, 06:44 AM
total epic fail nerf on a skill that wasn't nescessary ANY CHANGE at all.

way to go OS.

irishscorpion
02-16-2011, 06:58 AM
I agree with what someone touched on in this post. Clerics are gimped at higher levels in PvP. The majority of a clerics life is spent on mastering the art of healing oneself and others. As a cleric grows stronger, he should be able to branch out and find other means of helping his party, etc. This is where skills such as Silence come into play.

I do not agree with the recent changes this patch with Silence. A cleric should not have to spend higher levels in PvP simply healing as though they were an apprentice still. I recommend making the cast time 5 seconds with the ability to enhance up to 3 seconds, with a total of 8 seconds; the average time that other classes stuns amount to. I recommend cooldown to be not be 30 seconds, nor 1 min 30 seconds, but one minute. This should be a happy medium between players and developers that the cooldown be reduced to 1 min base.

The developers need to realize that clerics need options at higher levels. Situations arise that an archer showers a party with arrows, poisoning everyone in its rain. A cleric can quickly dissipate the group with the amazing new AoE Cure. Silence is another one of those situational, yet important skills that make clerics loved. Your party rounds the corner to see a coven of mages, staffs raised and aimed.

As of this moment, that party would be turning around and running away. Change it so that the cleric bravely runs forward, Silencing the mages and the party marches bravely forward, letting nothing stop them.

Thank you for your consideration!

TariDragon
02-16-2011, 07:02 AM
My thought on the changes: I'm severely disappointed.

Before, Silence wasn't useful in PVP because the Silence debuff always broke the first time a player used a skill rather than lasting for the full duration. That was the glitch. That was the problem and was what we asked to be fixed.

So why, exactly, have the duration and CD time been changed? Now, with a nerf to the duration and a massive nerf to the CD, I can't help but think that the previous "easy break" situation for Silence was intentional.

Before, Silence didn't work as a disable skill. Now, Silence is still cripled as a disable skill. It went from broken to broken.

At least before, with the 30 sec CD, I could enjoy the skill frequently as a ranged attack and regular lure in PVE even though it was broken for PVP. Now, well, with the tripled CD, I can use it, but it's hardly going to be available. So personally, for me and the way I used it, it went from broken to MORE broken. ARG!

There's more I want to say, but if I keep going, I'm just going to get angrier. Walk away, Nemi, walk awaaaay.

aim2kill
02-16-2011, 08:50 AM
and this is why i quit my lvl 93 cleric.. we just can't defend ourselves against other classes

once we finally can do something about this and actually maybe become a more decent class you guys nerf the skill and completely ruin it lmfao..

i hope OS does realize that a lot of games tend to let one player play as all 4 specific class types.. Fighter/Mage/Archer and Cleric.. sometimes even more depending on the game

for example: RuneScape: it doesn't have the option to play as a Cleric also but you can choose from being a Fighter/Mage/Archer and constantly rotate whenever you want due to the games design.

now, not only do they allow you to be every single class which truly does own imo. but, they also allow you to fight with all of the Classes and i mean more equally..

you seriously need to stop making Clerics entirely focused on healing and allow them to actually be fully capable of soloing + pking other players in pvp.. this is just getting ridiculous man

how the hell can you entirely focus a class on only one thing like that?? you need to expand your horizen.. seriously OS

i know it isn't hard to even out PvP.. you just add and deduct DMG from specific skills on each class etc.

and you obviously make Clerics more powerful.. i'm not saying to make them ridiculously strong to own everyone with or anything..

i'm simply saying that a Cleric should be able to defend him/herself in battle if they need to.. or if they want to be a PKer also.. this should be more than possible

which at this current state of time.. it's literally impossible in the end.

Infestation
02-16-2011, 09:13 AM
Here is my take on this issue, concerning the main disables of all the classes.

Fighters-
Devastate - 5 seconds base +3 seconds empowered for 8 total. Stunned and can't do anything but stone/house.

Mages-
Drain Mind- 5/6 seconds base at that level of play +3 seconds empowered for 8/9 seconds total. Running around wildly and can only stone.

Archers-
Binding- 3 seconds base +5 seconds empowered for 8 seconds total. Rooted in place, can still stone.

Clerics-
Silence - 3 seconds + 2 seconds fully empowered for a total of 5. Got the duration numbers out of the files.

Seems to me that Silence should be 5 seconds base +3 seconds additional duration from empowerment. Especially since the cooldown now matches Drain Mind, and is longer than Bind.


So what are thoughts on changes?

Ok so I stated my duration point there. Here comes some more feedback.

Fear and Stifle do not miss, nor are they resistible. The stun for devastate can miss, but the cooldown is 14 seconds when empowered. So I think one of two things needs to be done to the skill. It either needs to be a 100% success rate, or have a vastly shorter cooldown, perhaps back to the 30-9 it was just at. The fact that it is often resisted because of the 95 necklaces makes the skill that much more useless. These changes are on top of also making the duration 5+3

Another thing that could be done is lowering the resistance rates on the 95 Necklaces, or finally coding Fear/Stifle/Mesmerize as a curse and not give them 100% success rates, or 1600% in the case of stifle. If three of four have skills that can be resisted, seems the fourth should have skills that can be resisted as well.

GM_Lightburb
02-16-2011, 09:45 AM
I don't agree with the new changes on the silence skill. This changes just made the skill useless. I would just change the duration of the effect to 5 sec +3 sec max empowered and I would leave the Cool Down in 45 sec -15 sec max empowered.

Have a nice day.

Honestly I think the skill was more useless before since you could cast spam to get around it. That pretty much defeated the purpose of having it.

Now you shouldn't be able to just cast spam through it. Since this is the case, we needed to reduce the effect time and adjust the cool down.

If there are issue with hit rate that's a different discussion.

DangerousSharida
02-16-2011, 09:57 AM
Honestly I think the skill was more useless before since you could cast spam to get around it. That pretty much defeated the purpose of having it.

Now you shouldn't be able to just cast spam through it. Since this is the case, we needed to reduce the effect time and adjust the cool down.

If there are issue with hit rate that's a different discussion.

simply put.. clerics in pvp are completely outbalanced look at how they can be completely useless if just 1 warlock constantly cast mesmerize on them... please have a look at the cool down o n that skill in comparison with silence and the power of both skills... that lays behind this.. im guessing clerics are now at high lvl only healbots. They can not even go solo questing unless they wanna spend ages on a quest where a mage easely can even solo it in a couple hours even fighters, tanks and archers can do it faster.

Im most time duo with my husband but he don't even need me as cleric most times to heal him anymore as he can solo a whole room in OLT at 103. He makes a lot of money there.. and he lvls even fast. Please balance clerics some more as a whole instead of reducing skill timers etc for clerics o.o;

Infestation
02-16-2011, 10:03 AM
Honestly I think the skill was more useless before since you could cast spam to get around it. That pretty much defeated the purpose of having it.

Now you shouldn't be able to just cast spam through it. Since this is the case, we needed to reduce the effect time and adjust the cool down.

If there are issue with hit rate that's a different discussion.

Well look at the other main PvP disables, not only can the player not use skills, they can't auto attack in two of the three.

Silence is by far the weakest of the disables even if it is on the same level with 8 seconds of effect duration. The players can still control their movement, unlike with the other three, and clerics cannot effectively attack on the run. Fighters stop the opponent from moving, and mages and archers can both attack from range.

Sure leaving it at 13 seconds empowered like it was before would be a bit overpowered, but reducing it to 5 is beyond what would have been balanced. 8-9 seconds to compare with the other classes would have been more than enough.

TariDragon
02-16-2011, 10:56 AM
Infestation is spot-on in both of his posts. I back him up 100%.


Honestly I think the skill was more useless before since you could cast spam to get around it.

More useless before, and still quite useless now. This skill will not save a cleric from a fighter or mage in PVP, nor will it be a skill that allows a cleric to kill a fighter or mage in PVP, so it's effectively meaningless. (And the neutral territory that is archer versus cleric will continue to be neutral territory.)

The only situation where the Silence debuff will be effective in PVP will be when a cleric is helping someone else kill another player. It consequently falls into the category of support.


Now you shouldn't be able to just cast spam through it. Since this is the case, we needed to reduce the effect time and adjust the cool down.

I disagree. If a player shouldn't be able to cast spam through it, then that glitch should be fixed so that a player can't cast spam through it. Does it necessarily follow that the debuff duration and skill CD were overpowered? No, not necessarily, but yes, it's important to double-check those after fixing a major glitch.

I do agree with Infestation -- 13 sec duration empowered would have been too much. But the nerfs on duration and CD were excessive.

i.jedi
02-16-2011, 12:16 PM
So what are thoughts on changes?

I'm sure you read the first page too.;)

Maybe it's just me, but you'd think that a key, distictive, long awaited skill (lvl 95), that you've finally been able to obtain wouldn't be broken or nerfed to the point of non use. 5 sec duration with a 63 sec cd (max dura/cd) is not "balance" when this is the ONLY disable our class receives, it is resistable, and there are no future upgrades.

xtiffersx
02-16-2011, 03:01 PM
I think Nemi and infestation pretty much covered everything i had in mind o-o Very well put you two!

azraelaod
02-16-2011, 04:37 PM
Okay, I'm a mage, but I'm a cleric supporter. After playing with the new Silence setup,... my wives and I (yes I said wives, get over it) have found that the current duration really only saves a cleric for as long as the old one did anyway, about 1 mb worth of time from when my skillbar goes red until I can use skills again. So, what we see here is an effective nerf of an already broken skill. Is this necessarilly going to need to be an offensive skill? No, but if a cleric should find themselves in a bind, slap out a silence and wait for backup if you have it available. Current status of this skill: Dead cleric, just takes a second or two longer. Increase this to a 5 second dura (+3 with points) and a 45s-1m cd (empower taking off 15-20 seconds) would make this a usable skill. If you want to fix something, don't overdo it.

commandermegatron
02-16-2011, 05:42 PM
my thoughts: dissapointed and has little different ideas on this

WARNING this is a long post

clearly clerics are the strongest support class, so focused on support infact that we NEED to rely on parties to level. the silence skills allows clerics to be a little better at soloing as mentioned earlier it allows them to more effectivly pull monsters. it also SHOULD help in pvp however how it is now it still as broken as it was when it first came out. the fact that atm silence affect only lasts for 3 second base is ineffective against anything. yes, a cleric can empower it which many clerics will. however having a cleric spend his/her problem on offensive/soloing skills is ineffective for all classes because clerics will spend points on that taking points away from thier heals. as for the CD of the skill the fact that silence only blocks skill casting already makes it one of the weaker disables in the game. if you are going to make it a weaker disable atleast let them use it more often.

the true problem though is that clerics simply cannot solo quests effectivly, even quests that might be considered easy. clerics in nature are desinged to be a support class. Ok, that means that they will not have a lot of damage. that is perfectly fine BUT you must comensate clerics for that. ideas for that may be, give them more defence not so they are invicible but simply harder to kill and therefore have a much better chance of survivne if a fighter or mage attacks them. also having a higher defence will make doing quests in parties much more effective. as many people in the same dead cleric=dead party. and clerics can easily die in this game. there is much more that you can do to truely fix clerics... same with archers, but i do not want to put you to sleep :P

Infestation
02-16-2011, 06:09 PM
Commander.... you can always make another account just for posting on the forums with a name you like.

rio_zyng
02-16-2011, 11:09 PM
Honestly I think the skill was more useless before since you could cast spam to get around it. That pretty much defeated the purpose of having it.

Now you shouldn't be able to just cast spam through it. Since this is the case, we needed to reduce the effect time and adjust the cool down.

If there are issue with hit rate that's a different discussion.

I believe electric shock is the counterpart of silence and it has longer cooldown, but its duration is 10 seconds, considering its also an AOE. It couldn't be spammed through
but considering its an aoe hence a longer cooldown. (am i right?)

Silence is not an aoe and, could we just get that skill the way it was and not spammable?
as for now its 3 seconds i cant really tell if other characters can really spam through.
I also wont put 5 skill point on duration to increase to 8 seconds, like gawd! save me 8 seconds increase in duration for every 1 min and 30 seconds >.>

yes about the hit rate we wouldn't mind it being 100% hit if the skill was the way it was
like "it didnt work, oh well let me wait for another 30 sec"

xxaishteruxx
02-17-2011, 04:00 AM
I also wont put 5 skill point on duration to increase to 8 seconds, like gawd! save me 8 seconds increase in duration for every 1 min and 30 seconds >.>

yes about the hit rate we wouldn't mind it being 100% hit if the skill was the way it was
like "it didnt work, oh well let me wait for another 30 sec"

Well, Drain Mind is 6 sec (lvl 105) +3 sec with a CD of 1 min and 30 sec and It's not 100% hit neither. But I don't gonna argue about that. I just wanna agree with all the posts here that the skill is total useless now. It wasn't so useful before the update (because It only affects magic attacks) but now it's total wortheless. Like I said before they should adjust the effect to 5 sec +3 sec bonus and leave the cd in 30 sec or make it 45 sec -15 sec max CD empower. If there is a skill that should be rebalance is Mesmerize from Warlock. That skill is away overpower 25 sec effect and 20 sec CD or so? Come on, they can keep you sleeping the whole day If they want to. I really hope they rebalance Silence again because the new specifications are ridiculous.

librachan
02-17-2011, 05:14 AM
What are our thoughts?
Thoughts?
Are we even allowed to think? You change a skill that was already half useless to begin with, in one of those skills you only do in the middle of elderine around nubs when they ask "OMG U SO UBER HIGH LVL DO SOMETHING FUNNY PLIS"




Play the game before you suggest any change. Thanks.

GM_Lightburb
02-17-2011, 10:31 AM
Well look at the other main PvP disables, not only can the player not use skills, they can't auto attack in two of the three.

Silence is by far the weakest of the disables even if it is on the same level with 8 seconds of effect duration. The players can still control their movement, unlike with the other three, and clerics cannot effectively attack on the run. Fighters stop the opponent from moving, and mages and archers can both attack from range.

Sure leaving it at 13 seconds empowered like it was before would be a bit overpowered, but reducing it to 5 is beyond what would have been balanced. 8-9 seconds to compare with the other classes would have been more than enough.

All valid points. It's something that we need to bring up in our discussions with the developer.


the true problem though is that clerics simply cannot solo quests effectivly, even quests that might be considered easy. clerics in nature are desinged to be a support class.

While I agree there is a difference between how fast certain classes can level up, this is inherently the case in all games. Even so, I agree these should be some kind of counter balance to that.

When changes come into the game, we work hard with the developer to try and push for things that would make the game better. Sometimes we miss the mark, but that's why feedback is important.

Thanks.

Kimukai
02-17-2011, 11:41 AM
Let's hope our thoughts can be put through the developers...

Infestation
02-17-2011, 01:08 PM
Thanks for taking feedback and looking into this.

i.jedi
02-17-2011, 11:35 PM
I imagine a poll will come about once OS and OOS have decided on several permanent solutions. For example.

5 sec duration (+3 max dura) w/ 90 sec cd (-27 sec w/ max cd) 100% chance of hitting
3 sec duration +2 every 30 sec (no cd empowerments) with a chance of missing
3 sec duration (no dura empowerment) with 30 sec (-9 sec w/ max cd)
etc.

fenris_bane
02-18-2011, 01:21 AM
I imagine a poll will come about once OS and OOS have decided on several permanent solutions. For example.

5 sec duration (+3 max dura) w/ 90 sec cd (-27 sec w/ max cd) 100% chance of hitting
3 sec duration +2 every 30 sec (no cd empowerments) with a chance of missing
3 sec duration (no dura empowerment) with 30 sec (-9 sec w/ max cd)
etc.

I disagree with all of these ... they are still way too nerfed. Unless they are going to fix invincibility and make it unbreakable for its duration.

But silence should be more like:
10 sec durations with 30 second cool down with 100% chance of hitting and debuffing
10 sec duration with 10 second cool down with a variable chance of debuffing.

Before any start saying that this is too powerful ... it is not.
Look at all the other debuffs fighters and mages have. I don't have time to go into all the different things they can do to us ....and do it well before level 95.

shadoweve
02-19-2011, 12:08 PM
If GM's actually pvped eachother, HK/Guard vs Gladiator or Warlock or Wizard, they would see the imbalance =/

its seriously lame when silence fails and its only 3 sec duration, thats not even enough time for a Holyknight to effectively use crit buff before getting stunned again.... Crit buff being 10secs.

i.jedi
02-21-2011, 12:27 AM
Once they get silence right (how it is now, but a longer duration/less cd/etc) electric shock should be fixed next. And yes, that is why the CD is so long for ES.

slire
02-21-2011, 02:28 AM
If GM's actually pvped eachother, HK/Guard vs Gladiator or Warlock or Wizard, they would see the imbalance =/

its seriously lame when silence fails and its only 3 sec duration, thats not even enough time for a Holyknight to effectively use crit buff before getting stunned again.... Crit buff being 10secs.

Lol seriously think harder prob is if u have a chance at decent damage with crit buff they can just run away tell stun is up then faceroll wonder which cap clerics get a stun or slow or anything that stops a monster for some cleric bashing time only 40 lvls left god I hope it's not at like 130 or 140 that would just suck.