We're getting close to our third month now with the new Shock/Burnout mechanics. The details are outlined in Announce 3311
"Combat Changes," but the basic idea is this:
- Shock removes your ability to recover your celerity. You get this affliction when you dip below 25% health. The way Celerity works, as per AUDIT, is you get so many rooms per second you can move. So if you have 5ps celerity, you can move 5 rooms in one second, then have to wait until the second rolls over for that 5 room pool to be replenished. The CELERITY skill halves this recovery time. So if you get damaged below 25% health in one room, you get the shock affliction, and that means you can move however many rooms are currently in your "celerity pool." If that's 5, and you have all 5 rooms filled, you can run 5 away before you'll be halted until the affliction cools down. The affliction lasts for 20 seconds.
- Burnout is a bit simpler to understand, it just increases your cooldowns by 20% while you have the affliction (which also lasts for 20 seconds after you get reduced to below 25% mana). The only real caveat here is that it can likely make some cooldowns dramatically longer, like turning a 10min cooldown into a 12 minute one.
I've not been impacted highly by either of these mechanics as a whale, personally, but I think we've all been sitting with it for a while, and it's probably time to open up a community discussion around it and air our personal experiences and opinions. Several rejected ideas that have attempted to get rid of it have stated that they are considering adding something in the HUNTING skilltree to deal with it, though what that might be isn't clear yet.