Its been discussed for ages already. Is Diev3’s ausrine op or not? Does it need a nerf or not? How do we counter it in pvp?
Well, its not like the buff alone is too much, op, or anything over the top. But what will you do when you are opposed by a team of Ausrine + any-random-cc-class? Especially when that Diev3 comes along with oracles status prevention and Kabbalists r7 buff applied for the whole team - when your team wont have some Psycho3’s with raise to lift them?
You will just run against a wall. Your options are running away, totally avoiding any of the opposite team for the whole time (19 seconds). You cant dmg them, you cant use knockbacks, you cant set them sleeping or bind them with other skills besides hard magic cc, you can only run away. Thats plenty of time for the opposite to completely annihilate your team.
Thats just broken.
Lets compare Ausrine with other invul skills of the cleric tree:
Safety Zone:
Every cleric got that. It grants protection and blocks dmg - but no knockback immunity. So its quite easy to counter them, with any of these many knockback/down skills in the game. Knock em out, kill em afterwards. If its not an oracle, you can even Sleep them inside.
Revive:
Protects you like ausrine does, but so short you can hardly do much without running into your death if you are not careful, plus you need to die beforehand.
Mackangdal:
Only delays dmg. Thats it. No knockback protection, not status prevention and you get the full dmg in the end if not avoided with another invul skill. Plus it likes to bug around heavily and needs an annoyingly long time to even apply properly (1 second for the animation, another second to reach the team member you want to save). If you happen to still have mack applied before the round ends, you start the next round dead. If you get hit after casting it before it reaches you, it will bug (the animation stays on your feet creating a fancy effect). Ofc skill is in cd and you are dead by then.
So for your enemy, he simply needs to throw you around to prevent you from casting a safety zone to kill you easily. There are plenty ways of just holding mackangdal users just long enough to kill them.
So IMC. Would you tell me why Ausrine, on top of 20 seconds dmg prevention without penalty needed a Pain Barrier-effect on top of that?
Any of these unstoppable diev-oracle-kabba-inquis wouldnt be that ridiculous op if you could at least knockback them in a way ppl can any Mackangdal user already.
I dont even understand why a skill applying “insensible to pain” (Mackangdal) wouldnt work like “Pain barrier” after all. But Ausrine does. Without any penalty. For 20 seconds. For any who runs over these 3 spots.
So my suggestion? Get rid of the “Pain Barrier” effect for PvP only. I’m sure even the dievs can live with that.
PS: Another example is Inquisitors Malleus. It creates a debuff that dmgs the victim even if they go in invul later. But you cant apply it on ppl under Ausrine. But ofc you can apply it on ppl under Mackangdal. So you need to shoot out a Malleus before they apply Ausrine. Good luck with that at the beginning of each round, yo.
- Ausrine needs a nerf! I Don’t care which one! Just nerf it!
- Deleting the Knockback immunity is enough. Just make Ausrine a mobile version of the Safety Zone!
- Are you all nuts? Ausrine doesnt need a nerf. Just play smarter!
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