Is there a definitive reasoning/logical argument behind why Armor Break is considered a magic cast and can be countered by counter magic while something like knight stun (which uses INT) is not considered magic and operates as a "physical" (probability) cast and not a "magic" cast?
Would it not be more appropriate and obvious choice to place it in the same "physical" cast category as knight stun and have it unaffected by counter magic as other server(s) have done with it?
For what it cost in purchase price (currently 200-300m) , resource cost (40MP/30HP/2Dark Stones), and cast time (8 seconds even if cast fails), it comes off as incredibly lackluster when it's so easily defended against especially in small scale or 1v1 situations. To add insult to injury, a failed cast doesn't even proc a players CM...
If an AB lands, the player can ultimately make the conscious choice between walking away, venzing, or trying to tank it. If a stun lands, the player has to pray it expires so why does one have such cost and limitations attached while the other doesn't?
Talked to a couple of DE's about this already and we're all coming to the same opinion which is: we don't want it "buffed". We're not asking for it to land more often, its duration to be longer, anything like that. We just want it tuned according to what it logically should be which is a non-magic ability with a reasonable usage cost (ideally costing 1 dark stone to use and possibly consider the HP/MP cost being looked at and tuned as well).
Thanks.
