Spiders in V1Pre-B13: 8-legged menace. B13: 8-legged bait. B14: 8-legged trap... no more! B15/MoM: 8-legged *splat!* Spiders in V2B7: We cope. B8: FotM? B9: 8-legged menace. Spiders in V3B3: Mourning for my hatchlings.
Most of the changes seem welcome, or at least tolerable, but the interrupt changes are something that I am having a hard time accepting. Why should a skill, that was not completed be on cooldown? Just as many others who have stated their concerns about this change, my main character is an LM. I play a lot in the moors and this change will make playing out there much harder. In PVE it will hurt a lot as well, but let me focus on PVP for a moment.
It can already be difficult to get inductions off against many classes that have fast attack durations and/or have debuffs to make our inductions take longer. Nearly all of our damaging skills have inductions, relatively long ones at that. Ents and Lightning are huge skills in turning the tides when solo against multiple foes, or in groups to dish out a big burst of AOE damage and make it tough on opposing healers. It would be quite easy for even a solo creep to interrupt either of those skills every time.
Call to the Valar and Parables are wonderful, but I believe they only prevent induction setbacks from damage, not immunity to interrupts. See: http://lorebook.lotro.com/wiki/Skill:Call_to_the_Valar Reading tooltips ftw. Even if they did provide immunity to interrupts as some seem to think, many classes have alternate methods of interrupting (fears, silences, etc). Edit: looks like parable TT says next induction can't be interrupted, which is great for one induction every 3 minutes, but still isn't much consolation.
I love playing my LM, this will not make me stop playing it in the moors or anywhere else. I'll still attempt to solo in the moors, even though it seems every effort is being made to promote grouping and limit soloing. One of the things I love about the LM is the fact that it's one of the more difficult classes to play, this induction change, however, seems a little over the top.
I guess I'll wait and see if it makes it to live. If it does, the creeps on my server will probably be very happy, but I'll still do my best to annoy them as much as possible.
[*]Players can expect to receive xp while gathering from Farmer, Forester, Prospecter, and Scholar nodes and will also receive varying amounts of xp through the completion of all crafting recipes.
Looks interesting, I dont know how i feel about the festival mount token change, we will have to see how it works... I dont really care about festival deeds... I hope this doesnt screw up festivals, and FORCE me to do the deeds, cuse i just do not have that kind of time.
Turbine, Driven by Pa$$ion... What happened to "Powered By Our Fans"
Induction changes are quite possibly gamebreaking (imo)
As the title states, I believe these induction changes are: A) HUGELY unnecessary, what currently is wrong with the interruption system? B) Possibly gamebreaking for classes that rely heavily on spike dps with long cooldowns (i.e. a LM)
Got quite a lot to say on it, as I play pretty much all the classes, mostly in a PvMP environment but in solo, small and full fellowship as well as raid PvE too. The biggest reason I play lotro though is due to having a lovely open world pvp system sadly lacking from many other games. I feel that should the stated interrupt changes go live, classes such as loremasters, minstrels, defilers and even captains will be destroyed. Not one class creep or freep has no way to interrupt an opponent, even if only via fear/stun.
Using one specific example that's already been stated many times prior to this post: A LM tries to use ents (which has a 2-5 min CD dependant on trait setup) I'm on a warg and I pop eye-rake. That 2-5min CD is now used despite it not even hitting me. That lore-master will probably try and get a lightning storm in real fast whilst I'm on cooldown but I have a 10 second traited eye-rake so in the time that loremaster has got a lightning storm ready, I may even have my interrupt again. Great, 2/3 of that LM's capability to kill me 1 versus 1, out of the window. It stands zero chance what-so-ever. I know turbine no longer want us to solo in the moors (it's pretty clear, lets face it) but this seems like it's not even had an ounce of though put behind it. I currently think the interrupt system works fine. I can postpone that ents/lightning but I know chances are in this fight, it's gonna get me and I account for that. Being able to just say "nope sorry LM I've now effectively blocked your 2 biggest skills" is just way over the top.
Instance 2: A minstrel and a random class are duo'ing and a few wargs come up. They'd stand a fair chance, minis are obviously tough healers if well played, and the fact that a Fellowships' heart induction doesn't look any different from say a Bolster Courage induction, is pretty useful but 2-3 wargs will go for that healer first. Assuming those 3 wargs have a 10 second eye-rake each. If timing was spot on (which it wouldn't be, but for the purposes of my point) that minstrel can expect an interrupt (not including fears, stuns, knockdowns) every 3.33 seconds. A 2 second induction for fellowships heart (If i recall correctly, apologies if I'm wrong) with a +50% induction length from the brute bonus of a flayer warg, meaning a 3-sec induction, when that mini can expect an interrupt so frequently, makes the skill almost implausible to use. 10-min CD gone. That group now misses out on an incredible amount of healing and thus, stands no chance of winning that fight without luck.
My last gripe (excluding the fact that most of the other classes in the game will be nerfed on their inducted cooldowns) is the change in cooldown to champion, reaver and burglar interrupt cooldowns. Making such a tremendously large change to interrupts and then modifying these cooldowns by 5 seconds seems pointless, if interrupts are to be that powerful that they can render a potential 30min CD useless (captain rez) then they ought to have 5 minute cooldowns. The other factor is that addle, gut punch, and clobber contribute largely into dps rotations and although their main purpose is not to speed up a rotation, it's something that really makes a big difference. And something I think adds versatility into a class. I think nerfing skills which have been in my opinion, perfect, for a number of years now, is a real kick in the teeth for these classes (burg and champ, also being that champs cannot parry so gain no buff for wielding swords unless race of man) reaver on the other hand takes a considerable buff home.
Long post but I really think the devs have come up with this great new idea purely by saying "what shall we mess around with? INDUCTIONS!!" and then diving wildly into ruining what in my opinion is a near perfect aspect of gameplay. Burglars and champions are the go-to class for induction breaking. How to wreck those two classes in one easy step, as well as destroying mini, LM, RK, defiler, etc. cooldowns? Mess around with induction and interruption.
TL;dr: Like the diary, but sometimes the term "think before you speak (or act)" really needs to be put into play. Diabolical way to ruin a game in which a huge number of people PvP, especially after such a disappointment with the Ettens area after RoR.
Guardians now have inductions on their stances. Will this be reconsidered in view of the upcoming change to induction interrupts?
Those inductions for changing stances are not inductions per se, though. The changes are not instant, but you can run, jump, get hit by mobs etc. while the "induction" timer is running. So it probably isn't interruptable in that sense.
Overall, this is a very welcome update. I really applaud all of the hard work on the updates, big and small. Sincerely.
As a LM, however, I will join my peers about the concerns regarding the induction, particularly the point about putting the skill on cooldown. Most of our skills are induction based and I feel LMs are disproportionately affected by these changes. Parables and Call to the Valar do help, but it's impractical to use them all the time.
The skills that are most obviously affected are Ents and Lightning Storm. But, the cooldown penalty could also affect things like Combat Summoning, a skill that requires traiting 5 blue to acquire. This skill has a 5 minute CD, so an interrupt on it would render it useless for practical purposes. This is just one example among many of potentially unforseen impacts of this change.
I appreciate that monsters won't use interrupt skills more than once every 15-20 seconds. But, if you have multiple enemies, that can still be a lot of interrupts.
This is not simply an issue of wasting a skill; that I could live with. I think it could adversely affect the fun factor, especially if you are being constantly interrupted and have to wait for everything to come off cooldown to do anything.
For the record, I have never complained about the long inductions, etc. that have been voiced by my peers, but this change does have me concerned.
Personally I am hoping for a 12 man mounted raid which ends with all 12 raiders grabbing Saruman's underpants and pulling them over his head to give him Middle-Earth's greatest wedgie - and then setting his beard and underpants on fire
'Boy you're about as much use as a c&&k-flavored lollipop!!'Patches O'Hoolihan - Dodgeball (the movie)
Lot's of good stuff but some mixed feelings on the following:
Open Tapping: I loathe open tapping I can understand it in mounted area's but in other area's it's needless. I like to fight npc's on my own. Now, people get better xp if they attack whatever I am attacking in addition to whatever they are fighting. Removing the XP loss when someone helps me makes sense but giving players XP for shooting my target once is just annoying. If I want to level as fast as possible I should attack every mob that someone else is fighting. That's a recipe for bad results for those of us that prefer to be alone.
I strongly dislike Deflection and anything similar to it if the higher level NPC lacks the ability to survive or kill me it shouldn't have large buffs to help it do so. Small buffs are fine but when you can't kill something just because it's level is higher and not due to any other stat it feels kinda dumb.
Changes to the Interrupt Function seem unnecessary and seems like it will generally break things rather than improving them
Changing the Sword's to parry reduces their functionality for many people personally I don't mind parry but.. Perhaps the swords should be like the minstrel instruments providing a choice of stats rather than just a specific one.
The change to Base miss chance seems to be overboard while it was a bit high the change is a bit too extreme.
The Induction setback change seems to be a bit unequal as a blue line hunter that's in improved fleetness I induct much faster than a red line hunter. % wise the .5s is a much bigger deal for a blue line than a red. Before, inductions had risk and when a mob is on top of you or several you would avoid longer inductions. But, if I'm going to get setback I'm better off choosing a longer induction than a short one as I'll only be getting set back by .5 no matter what I choose.
Giving XP for crafting sounds like it could go bad very very easily.
I'm not sure if the change to the windrider ect is replacing the power effect or in addition to. It's a nice little buff if it is in addition to and it's an insult if it's a replacement.
If the Interrupt skill changes aren't moors only they seem a little messed up. I love Hunter Melee but I think the champ and burg interrupt might have gotten reduced too much.
I personally love the idea to get minimal xp for collecting resources and crafting items.
This actually allows one to gather ones own mats and also be able to use higher level items w/o having to fight. It will be a slow road, but one that can be traveled.
And with all the small fixes, why not the forums? Really frustrating when you type a long post and are logged out when you hit submit...
Game devs and forum devs are entirely, totally and completely different teams. You wouldn't want someone specialized in html to be programming the game, or vice versa. If anything I'm wondering if there's much of a website dev team left. But game fixes and updates aren't going to be tied into the site/forums at all since they are totally separate things. Though I agree the forums need fixing, and have for a long time now.
Originally Posted by hucklebarry
There are some neat ideas in this update. All of them overshadowed by some bad ideas. Already covered by others, (the interrupt issue, xp from nodes, return to NPC, etc.)
Originally Posted by Mormirel
If this makes it life I will either
a) quit crafting
or
b) quit the game
On the crafting xp issue- there is another thread where they are already realizing that the amount of xp awarded is way to much, and that they need a toggle to turn it off if so desired. However I think many are overlooking that there are a number of people out there who would be quite content with doing little more in the game than gathering resources and crafting. The crafting xp is a huge boon for those and really, imo, overdue in many ways.
There are a number of mmo's where if all you want to do is craft you can. That doesn't work in lotro because so many things in crafting are gated and barred behind levels, areas, and rep. This will remove the level gate and also allow dedicated crafters to go to other areas outside of the newbie zones to gather and work. That's a good thing. Those characters like that aren't going to be raiding or anything. As long as they can get the amount of xp to an appropriate level and have the toggle for those that really don't want it (without requiring that it be store bought) I think it'll be a good thing. I'm excited for it, and my daughter and wife are very much so!
On the inductions issue- I think it's becoming pretty clear that they're going to have to rethink or at the very least tune that one some. That seems to be the one hotbed issue I'm seeing.
Originally Posted by hucklebarry
Even more overshadowing, IMHO, is the attention to so many non-issues while leaving known bugs alone (no mention of dressage, lag, slingshotting, MC hitching, etc.)
After playing this morning after the hotfix for a bit lag/ hitching/ etc seems to be down quite a bit. I don't know if they are related or not. In any case, that's not something you're going to typically put in patch notes because it's not a "change" in the game- and it's something that I know they are wanting to work on and improve.
As far as Dressage, Celestrata posted a while back that they are aware of it and trying to fix it. Who knows where that is in progress. It's entirely possible that, if it's a difficult fix, they may not have found exactly what's wrong with it yet, or figured out how to fix it without breaking something else. Not every bug fix is simple or easy. Hopefully it's not one of those really difficult/ ugly ones and maybe it's one that just hasn't found it's way into this version on Bullroarer yet. We'll have to wait and see.
New forums are coming!! Goto this link for details
Firefoot: Elendale (hunter) Galorlas (champ) Grimlaff (warden) Corny (warg)
While many changes look appealing I will join with the many others in saying I really hope turbine reconsiders the changes to inductions and interrupts. I can see this really hurting my on both my LM and to a small degree healing on my rk. Too many long cd's with inductions on the LM that already had problems getting off before between interupts, knockbacks, stuns, wounds(that remove weapons) and fears, but now putting them on cd from a true interrupt as well without it working would just be ridiculous. Same thing for a Epic for the Ages for my rk or for that matter That Which does Not Kill Us as well. As a rk healer many times EftA is a life saver as RK's don't have any insta-cast heals really, so we cannot afford it going on cd without it going off. And disarms and fears already block out more skills on rk's than just about any other class which in itself is an interrupt. Its already a struggle to recover from big hits healing as an RK in comparison to mini as we don't have nearly the amount of insta-cast/quick heals. The changes to interrupts will also be extremely frustrating my warden. Wardens already have issues interrupting effectively because of the time necessary to build the gambit before executing it, especially when spear-shield double builder is on CD. Battle memory helped address that issue some. Now it just seems like 1 step forward, 2 steps back as we are adding another CD to a gambit and besides that just not fitting in with the warden, which may not be solely justifiable, it creates a horrible implementation for an interrupt that also interferes with another skill to give parry buff(wall of steel) which you have to put up almost every 30 sec's to keep up. So of every 30's to keep that skill up 12 sec's my interrupt is useless(and thats if you put the skill up exactly when its time is up, which i do fairly more often than every 30's). And wall of steel was the only interrupt worth putting in battle memory because of the parry buff as well. So here is another person who is asking turbine, please reconsider the changes to inductions/interrupts as I do not see this as an improvement but a bit of a deal breaker in enjoyable play on many of my toons, including ones I did not mention but these are the 3 I would have the most issue with.
Overall, I'm loving the new changes. Pretty excited for open-tapping and remote-looting everywhere, as well as crafting XP (I think I'll finally start putting some time into crafting now). However, can't say I'm thrilled about the induction changes. Since I mostly play as a hunter, which is primarily induction based, it seems like this would drastically reduce my DPS. I mean, if I'm inducting and get interrupted, then that's a good 5-10 seconds in which I've done no damage, and my enemy has done a pretty decent amount. I know, 5-10 seconds doesn't seem that long. However, considering that most fights don't even last 30 seconds, that's a significant chunk of time. However, this is all just speculation, and I have yet to actually test the changes for myself. I'll hop on Bullroarer this Friday (once I have a computer that can actually play LotRO again).
Lots of positive changes to make things smoother and less annoying.. thanks.
"•A number of NPCs and Monsters have had a good talking to and will now show up where they were intended to show up and not wherever the heck they darn well pleased."
I do hope that means no more avancs at concerts. that has ruined a lot of social activity on Landroval.
Lots of positive changes to make things smoother and less annoying.. thanks.
"•A number of NPCs and Monsters have had a good talking to and will now show up where they were intended to show up and not wherever the heck they darn well pleased."
I do hope that means no more avancs at concerts. that has ruined a lot of social activity on Landroval.
Actually, that's probably referencing mobs and NPCs in instances and raids that weren't showing up. You'd have to exit the instance and go back in for them to show up.
If the proposed changes in relation to inductions and interrupts come out a lot of things just get broken, especially in the moors. We can somehow make up for the dps drop that we get from losing 5s clobber and addle, ok - easiest will be to take a hunter dps.
The RoR ettenmoors changes in itself were a good idea, even if the map changes in general are horrific. Only really well thought out things were the bridges by HOP and IsenOP/ TR rez and the delving paths (and even this has MAJOR issues if it's meant to be a quick way to travel for all groups though as the random delving mobs will get caught up fighting other mobs and you're stuck in combat for an entirety and can't even exit the delving without mapping/dying)
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Interruption System has been adjusted:
When a skill is interrupted it is disabled for 4s.
The disable does not effect skills that share cooldowns with interrupted skill.
I believe this meets the goals of the change while addressing the concerns of classes with long inductions.
And to be clear, an interrupt is specifically a skill that says "Interrupts Inductions". Anything else that may cancel an induction (ex. Crowd Control) will not disable the skill.
When a skill is interrupted it is disabled for 4s.
The disable does not effect skills that share cooldowns with interrupted skill.
I believe this meets the goals of the change while addressing the concerns of classes with long inductions.
And to be clear, an interrupt is specifically a skill that says "Interrupts Inductions". Anything else that may cancel an induction (ex. Crowd Control) will not disable the skill.
When a skill is interrupted it is disabled for 4s.
The disable does not effect skills that share cooldowns with interrupted skill.
I believe this meets the goals of the change while addressing the concerns of classes with long inductions.
And to be clear, an interrupt is specifically a skill that says "Interrupts Inductions". Anything else that may cancel an induction (ex. Crowd Control) will not disable the skill.
do you guys play the game in a vacume?
What about the cool down to all interups is that change staying.
cant you be better people listen to us just once and scrap what the mass sees as a bad change instead of cramming more of what we do not want down our throats?
Hmm, a 4-second cooldown should be far more tolerable than the full cooldown. Still not ideal for me, but tolerable. Perhaps the 4 second cooldown could only apply to skills that already have cooldowns greater than or equal to 4 seconds?
Originally Posted by ifreborn1
cant you be better people listen to us just once and scrap what the mass sees as a bad change instead of cramming more of what we do not want down our throats?
I think the fact that they changed it at all is proof that they are listening. The vast majority of people didn't like the original induction change, so they switched things around a bit. It might still change even further.
Ulphorion-1
Last edited by JellyBlobOfDoom; Nov 28 2012 at 03:18 PM.
When a skill is interrupted it is disabled for 4s.
The disable does not effect skills that share cooldowns with interrupted skill.
I believe this meets the goals of the change while addressing the concerns of classes with long inductions.
And to be clear, an interrupt is specifically a skill that says "Interrupts Inductions". Anything else that may cancel an induction (ex. Crowd Control) will not disable the skill.
Kelsan thanks for this update. That works. Thanks Turbine!
When a skill is interrupted it is disabled for 4s.
The disable does not effect skills that share cooldowns with interrupted skill.
I believe this meets the goals of the change while addressing the concerns of classes with long inductions.
And to be clear, an interrupt is specifically a skill that says "Interrupts Inductions". Anything else that may cancel an induction (ex. Crowd Control) will not disable the skill.
This is great news!
Thanks for the update and listening to the player base!
Hmm, a 4-second cooldown should be far more tolerable than the full cooldown. Still not ideal for me, but tolerable. Perhaps the 4 second cooldown could only apply to skills that already have cooldowns greater than or equal to 4 seconds?
I think the fact that they changed it at all is proof that they are listening. The vast majority of people didn't like the original induction change, so they switched things around a bit. It might still change even further.
Ulphorion-1
Why they went from nerfing LM's mini's to buffing them by making the chance they will be interupted reduced by putting interupt skills on a longer cool down.
Make up your mind guys nerf buff. nerf then buff.
Just do nothing
or if anything do this:
1) grey out the skills interupted for 2 seconds (it is a long time in our zerg world)
2) leave interupt cool downs ALONE!
before you go patting them on the back take a closer look!
and did reaverrs realy need a buff with a lower gut punch cool down and did you realy need to nerf the burg with a longer adle cool down
A new radar mapnote which tracks nearby enemies, the Enemy mapnote, is now available.
Any nearby character (player or non-player) which is a valid combat target will be tracked in this way. Stealthed enemies are handled correctly - the mapnote will disappear as the enemy enters stealth, re-appear when the enemy is detected, and disappear again when the enemy re-enters stealth.
This new mapnote has ONLY an on-screen indicator. When the tracked character moves off the radar screen, thee is no arrow pointing to it.
Note: The track enemy mapnote is not shown in the instance clusters and any other private encounters without instance quests. Public instances and private enounters with instance quests (such as skirmishes) retain the track enemy mapnote.
Note: The track enemy mapnote is not shown for enemies that will not aggro on you (trivial or neutral mobs).
Is this going to be in the moors? This will have a very big impact on play and I feel would fall under the "to much to fast". We still need to digest the moors changes to creep classes in compare to freeps so far things look good but this can really change the game play dynamics.
Now that I think at it.. What about skill with CDs shorter than 4s like burning embers? it's on a 3s CD, an interrupt shouldn't push it to 4s...
Why not?
This is exactly how SWTOR does it - skill gets interrupted -> skill goes on 4s cooldown regardless of actual cooldown. I think it works pretty well. It's not terribly hard to hit a different skill or two during that 4s, and it makes the use of interrupts a bit more strategic: do I interrupt this induction, or do I wait for the next one because I think that he's going to use a different skill that is more important?
(It works in reverse as well - I might try to "lure out" my opponent's interrupt by inducting a skill that I don't care about so that I can be sure to use the skill I do care about without interruption.)
"Sam thinks it a queer place, but I think he likes it, too." - Frodo
"If you're in advertising or marketing, kill yourself." - Bill Hicks
After playing this morning after the hotfix for a bit lag/ hitching/ etc seems to be down quite a bit. I don't know if they are related or not. In any case, that's not something you're going to typically put in patch notes because it's not a "change" in the game- and it's something that I know they are wanting to work on and improve.
As for the xp from crafting... I can see your point of view, but surely you realize that not every one wants to level in this way. I've seen the other threads and will be happy with a toggle. Since Sapience has already suggested the store item to disable the xp gain, I fear that providing a toggle is detremental to their marketing plan. While I'm genuinly happy that a portion of the user base likes this change, I can't imagine its a very large portion. (I.E. I think it will negatively effect far more than it will positively effect). See all the "slow down leveling" threads over the past... and this actually speeds it up.
As for the part I quoted... they have put lag fixes in the patch notes before. However, they were failed fixes, so I can see why they would leave them out. Assuming the improvement you are seeing isn't due to off-hours or a fresh reboot... I am happy if they managed to finally resolve those issues.
I'm very excited about the claims dressage is fixed... I really hope this was actually fixed and not just a version of the issues others are reporting as on/off.
Worried about a 4 second cool down? If your skill gets interrupted...after 4 second you can start the induction again. Mean while you can't get interrupted by that person again for another 8-16 seconds.
Hence I think the increase in interrupt CD's is wrong. Even in PvE, you interrupt and induction and the mob instantly starts another. Not the same skill either. Example I clobber a DPS skill(red aura) then instantly a healing skill starts(green aura).
Was the interrupt system broke? Because I'm not sure why it's being "fixed".
"But they do not understand to purpose of Ebbing Ire. It is used to punish lorebreakers. If I'm ever grouped with an RK an I think he's out DPSing me, I'll Ebbing Ire on to him. Take that lorebreaker! Behold the wrath of Tolkien!" Original
As for the xp from crafting... I can see your point of view, but surely you realize that not every one wants to level in this way. I've seen the other threads and will be happy with a toggle. Since Sapience has already suggested the store item to disable the xp gain, I fear that providing a toggle is detremental to their marketing plan.
Pretty much completely agreed with you. I think adding xp to crafting is nice, but it needs the toggle for those that don't want to level that way. And that toggle should not be a store item only- if they're going to add the crafting xp for free, then the toggle to turn it off needs to be free as well or it will become a hindrance to crafting- to many won't want to craft because they won't want the xp from it.
Hopefully they can get that balance right.
New forums are coming!! Goto this link for details
Firefoot: Elendale (hunter) Galorlas (champ) Grimlaff (warden) Corny (warg)
I believe this meets the goals of the change while addressing the concerns of classes with long inductions.
And what exaclty are the "goals" of this change and how were those "goals" determined. This doesn't seem to help anybody. Again, it appears to be a solution without a problem. I'm not sure how you justify a change that angers many and doesn't seem to make anybody any happier.
On the crafting xp issue- there is another thread where they are already realizing that the amount of xp awarded is way to much, and that they need a toggle to turn it off if so desired. However I think many are overlooking that there are a number of people out there who would be quite content with doing little more in the game than gathering resources and crafting. The crafting xp is a huge boon for those and really, imo, overdue in many ways.
If Turbine's new XP Disabler works as it appears to then I'm 200% behind crafting activities giving character XP. While I truly believe Turbine should've given us the XP Disabler as a free feature, I have no issue paying a reasonable price for it if it works as advertised. My crafting alts will absolutely love this and I can hold my main back with my leveling partners.
"I think we can all agree that more options for everyone is always a positive thing." --Sapience
1) Please fix some other scalable instances like Fornost and Annuminas. You only need to revamp loot tables to attract more players to run them more often and fix few bugs like too high tact dmg from mobs in Fornost.
2) "Champion Clobber cooldown has been increased from 5s to 10s" - PLEASE DO NOT TOUCH THIS SKILL CD!! It's one of the most important skills in the game in general and for champion classes, PvE and PvP. Not only you are lowering DPS for fervour champions (not good), lots of mechanics in various instances require this skill as it is. I really see no real reason why would you increase that CD.
When a skill is interrupted it is disabled for 4s.
The disable does not effect skills that share cooldowns with interrupted skill.
I believe this meets the goals of the change while addressing the concerns of classes with long inductions.
And to be clear, an interrupt is specifically a skill that says "Interrupts Inductions". Anything else that may cancel an induction (ex. Crowd Control) will not disable the skill.
I do not see the point of these changes to the interrupt system at all, but that is far better than the previous incarnation.
So... if skills can be re-inducted after 4 seconds (presumably this also applies to NPC skills), can we have our 5s interrupts back? You are (possible unintentionally) severely nerfing burgs & 2h champs (who are already falling behind DW) with these changes, which really is not necessary.