Reduce timer of desease

Started 27 Jan 2021
by Zonartica
in Suggestions
Hello, i propose to reduce the timer because 2 min is very to long, maybe 1 min will be good...50% of my time /sit and wait.
Wed 27 Jan 2021 2:42 PM by Astaa
30 seconds would be better. Sins can just reapply it. It's stupid that it lasts so long after a fight.
Wed 27 Jan 2021 2:44 PM by Kwall0311
The fact that its lasts so long with no immunity after clearing has always been a mystery to me.
Wed 27 Jan 2021 4:45 PM by Nephamael
i think putting it so 20 or 30 sec being out of combat automatically removes disease, would be a good approach
Thu 28 Jan 2021 6:17 AM by bculpepper
3 minute disease is way too long.

Disease does help prevent kiting so, to me, 30 seconds is a little short. I think 1 minute would be fine. Most fights are going to be over in 30-60 seconds. Keeping disease for 60 seconds doesn't seem unfair.
Thu 28 Jan 2021 6:30 AM by Sepplord
personally i would prefer a out of combat solution, to a flat timereduction
If a flat durationnerf is the path 1minute should be the lowest, preferably 90seconds

Roots/Mezz/NS have a longer base-duration than that
Thu 28 Jan 2021 8:08 AM by gotwqqd
Out of combat the disease timer can progress x2 or x3
Thu 28 Jan 2021 9:28 AM by Tulpa
gotwqqd wrote:
Thu 28 Jan 2021 8:08 AM
Out of combat the disease timer can progress x2 or x3

This is the best idea here so far..... gut i think exponential is the way to go.

If you get out of combat and have 2 mins 30 seconds left on 3 min disease....

The next 30 seconds tics normally,
The next minute would only take 30seconds,
The last minute would only take 15seconds,

If you take a combat action or enter combat it starts ticking slow again.
Thu 28 Jan 2021 10:14 AM by DJ2000
My vote still goes to the integration of a cure spell into the Realm ability "First Aid". If its free or not, doesn't matter. Just put it in there.
Thu 28 Jan 2021 10:49 AM by easytoremember
Tulpa wrote:
Thu 28 Jan 2021 9:28 AM
gotwqqd wrote:
Thu 28 Jan 2021 8:08 AM
Out of combat the disease timer can progress x2 or x3

This is the best idea here so far..... gut i think exponential is the way to go.

If you get out of combat and have 2 mins 30 seconds left on 3 min disease....

The next 30 seconds tics normally,
The next minute would only take 30seconds,
The last minute would only take 15seconds,

If you take a combat action or enter combat it starts ticking slow again.
make it occur upon sitting for however many 00:00 without combat following a period of 00:00 between last combat and act of sitting
Entering combat again ends the expediated consumption of the disease's duration, and standing/moving resets the sitting 00:00

-at least I think better preserves the effect of disease's lengthy duration while offering a relatively fast remedy for someone facing no immediate threats
Thu 28 Jan 2021 11:04 AM by DJ2000
A solution has to work for someone open field, just as someone in a nearby tower/keep.

Sitting down open field doesn't sound all that great., ...and yet even that would still be better than what is currently available.
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