12-09-2019, 07:02 PM
I don't think Water is a meta defining tree. Full waters are not hard to beat-- it's when people combine water with other trees specifically to maximize stuns, that's the meta. You'll see them as unarmed waters, or just water tacked onot the end of any tree.
I personally like the identity of water being CC-- and people having to go to it to have CC-chain builds-- IE Meta, are people who tend to become very predictable and fights. And if you can predict them and their CC, you won't struggle against them.
But every tree having 1 CC only just sounds bad to me. It sounds weird and cookie cutterish-- and then trying to over-identify trees in an effort to avoid CC, so there's a "Skill shot tree" and such also doesn't sound super appealing. Each tree gives a good balance of things, of options.
Fire and Earth give a bunch of AoE-styled abilities, Water gives a bunch of CC, and Wind gives close range attacks. Each have varying kinds and amounts of CC and options without some kind of hardset rule to constrain the trees to what is virtually the same blueprint, and... Eh. I'm just going to say I don't like the suggestion and move on. It sounds like you're very anti-CC and haven't figured out how to compete with it yet and want to see big changes so you don't have to deal with it. I've figured my own ways to deal with it and I foresee these kind of changes making things boring and less interesting and an over-correction to some potentially wild problems that will just be solved with consistent balance tweaks.
I personally like the identity of water being CC-- and people having to go to it to have CC-chain builds-- IE Meta, are people who tend to become very predictable and fights. And if you can predict them and their CC, you won't struggle against them.
But every tree having 1 CC only just sounds bad to me. It sounds weird and cookie cutterish-- and then trying to over-identify trees in an effort to avoid CC, so there's a "Skill shot tree" and such also doesn't sound super appealing. Each tree gives a good balance of things, of options.
Fire and Earth give a bunch of AoE-styled abilities, Water gives a bunch of CC, and Wind gives close range attacks. Each have varying kinds and amounts of CC and options without some kind of hardset rule to constrain the trees to what is virtually the same blueprint, and... Eh. I'm just going to say I don't like the suggestion and move on. It sounds like you're very anti-CC and haven't figured out how to compete with it yet and want to see big changes so you don't have to deal with it. I've figured my own ways to deal with it and I foresee these kind of changes making things boring and less interesting and an over-correction to some potentially wild problems that will just be solved with consistent balance tweaks.