Jared “Kelsan” Prueet published a Developer Diary today focused on the Combat Revisions coming in Update 9. Within the diary Kelsan explains that three major aspects of combat are being revised in fairly significant manners.
Interrupts are taking a fairly big hit when it comes to players. For those who may wonder what skills are classified as an Interrupt, Kelsan explains it as the following:
An interrupt is specifically a skill that says “Interrupts Inductions” in its tooltip. Other ways of canceling an induction (ex Crowd Control, movement) are not impacted by this change.
So how are they changing? I’ll be frank; they’re being nerfed. In PvE, the functionality is staying the same; you use the interrupt skill and it goes on cooldown. However, many of the skills that players have (those with cooldowns shorter than 10 seconds) are having their cooldown increased by 5 seconds with the exceptions of the Hunter’s Blindside skill which is being reduced. These classes also include those of the Creep variety. Wardens are having their interrupts removed from Boot, Onslaught, and Wall of Steel and are getting a new skill at level 15 called “Shield-slam” that will provide an interrupt and have a 15 second cooldown.
In PvMP and sparring, interrupts will be working a bit differently. If the interrupt is successfully used against another player not only with the target have their induction cancelled, but they will find that skill disabled for 4 seconds.
We’re also told that landscape mobs will also be adjusted so that they do not interrupt a player more than once every 15-20 seconds.
Let me say that I am not a fan of this change in the least. If it does indeed brings a “more interesting combat experience” into the game as Kelsan suggests then I’ll eat my words later. However, I feel that the supplied reasons could have used a more in-depth explanation considering that this is such a major change. As it is I’m left pretty unsatisfied with the explanations that were offered and I’ll do my best to leave it at that.
Critical Defence Revision
In the current game Critical Defence reduces the chance of a player receiving a Critical Hit, making it a fairly high priority for players. Unfortunately it did its job too well because with Update 9 it will no longer affect the chance of receiving a Critical Hit, but rather how much damage it does.
Once a hit has been determined to be a Critical or Devastating Critical Hit a multiplier is applied to the attack giving it the bonus damage. Critical Defence directly reduces this multiplier, causing a Critical or Devastating Hit to do less damage. The multiplier can never be reduced below 1, ensuring that a Critical or Devastating Hit will never do less than the base attack damage.
While this could be taken as a nerf (and it is) it’s also something that will benefit players and NPC’s alike. While the stat will no longer be as “powerful” as it is in its current incarnation, it should still remain a pretty high priority for those looking to maximize their survivability.
Miss Chance Revision
Miss Chance is being revised as follows:
Simply stated, your Ranged and Melee (tactical never miss already) skills will not miss, unless your Miss Chance has been increased by an external source (debuff). As such, Agility will no longer reduce Miss Chance and classes that previously itemized it specifically for that reason will no longer need to do so.
However, that’s not entirely the case. Higher level mobs (4+ levels higher than your character) will now be able to “Deflect” attacks made against them. (They currently show up as “misses”.)
I personally find this change to be pretty good and fairly interesting. It also allows players who were stacking Agility to reduce their Miss Chance freed up to pursue another stat.
So what do you think about the changes? Will it be a grand old time, business as usual, or are you ready to rage quit?