So, it's generally accepted that the percentage based harm interrupt here is unpopular. We moved to that system in beta based on some suggestions.
On IPY 1, harm didn't interrupt at all. Debuffs interrupted only when the debuff was applied. I felt the PvP was good.
Over a conversation with the illustrious HMU last night, the suggestion of diminishing returns on harm came up.
Harm would interrupt 100% of the time on a target the first application, then 50% chance, then 25% chance, then 0% chance. Essentially. The chance you'd have to interrupt a spell would diminish each time you used it.
So, in this system, essentially we have IPY 2's exact current harm situation, but with a guaranteed interrupt up front and, after a single 50% interrupt chance, basically no more harm interrupts. The goal is an interrupt, but not "interrupt PvP".
My suggestion to that suggestion was an interrupt cooldown situation. Harm would work like this:
100% interrupt - 25% interrupt (5 seconds) - 100% interrupt - 25% interrupt (5 seconds) - and so on.
This gives a reliable interrupt on a timer that a player needs to keep track of and prevents constant interrupt PvP. The amount of seconds the Harm debuff/cooldown lasts is obviously negotiable and up for discussion. My obvious goal is to allow a reliable interrupt, and to allow reliable interrupts into PvP if a player has the skill to keep track of his harm interrupt, his insta hit, and his direct damage spell interrupts.
The result, I feel, is significantly more interrupts in PvP... but also significantly more skill to achieve that increased level of interrupting. Keeping track of the harm timer in your head becomes crucial when your new found reliance on it is the difference between success and failure in a fight.
What does the community think?


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