Purge removes a buff only if it says "Beneficial effect" under it. Would it be nice if it removed some others? Yeah, maybe, but it's working as described and I wouldn't really consider it a bug.
This post has been edited 6 times, last edit by "BlankMinded" (Aug 23rd 2015, 8:57pm)
then whats the point of protecting these buildings in SW? oh, wait, thats why they are always on the outside.What do you do when guild buff towers get destroyed? Or stable?
agree 100%. IS buffs should NEVER be pushed off/removed by anything other than timer running out.Item shop buffs should be even more obvious...

REALLY GOOD BUFFS IT DOES REMOVE:
k/p holy protection
magic barrier (all forms)
enhanced armor
sublimation weave curse (wl buff)
healing salve/curing seed
briar shield (all forms)
amplified attack/awakening of the wild/essence of magic/ w/e the p/s is called
shield of discipline (yes, it removes this)
shield of valor (knight parry increase)
w/p hp increase
Heart of the oak (warden 2 hit immune)
Electrostatic Charge (mage hp absorb)
Power of the oak, savage power, evlen amulet (various warden cooldown skills --- which means possibly other class cds).
and among many others....
FEARLESS

This post has been edited 1 times, last edit by "radeon" (Aug 25th 2015, 6:30pm)
I agree that the point behind the skill is to decrease the combat potential of a target, and make killing them in siege easier. But as it works already, it does remove all the necessary buffs to make nearly anyone an "easy kill". What you're saying is that you want a class to have a skill that has an effect nearly equal to actually killing someone -- you want to be able to remove all non-item shop buffs...without restoring any hp.
the point of having such a skill is to be able to remove most of the buffs (yes I believe it should at least remove most of the foods and potions not from IS) so that other team members can easily remove a threat.
it should most definitely remove the Full charge, lightning burn weapon buffs and high-energy barrier. otherwise there is no point on having such a bullsh!t ability that can remove fearless when fearless is supposed to give u immunity to everything.
This post has been edited 2 times, last edit by "BlankMinded" (Aug 25th 2015, 9:35pm)
But adding potions or foods is a terrible idea. Would make p/r from being viable/helpful to "everyone will want 3 p/r's in siege so they can instant kill enemies". Consumable buffs being "purged" would make this easily the most hated class in siege. You'd be able to take enemy healers, fully buffed to 600k hp down to 300k hp in 1 skill AS A HEALER/support unit. Or a dps player, with full cds running doing 300k dps to players down to 50k dps...That's just broken.
But adding potions or foods is a terrible idea. Would make p/r from being viable/helpful to "everyone will want 3 p/r's in siege so they can instant kill enemies". Consumable buffs being "purged" would make this easily the most hated class in siege. You'd be able to take enemy healers, fully buffed to 600k hp down to 300k hp in 1 skill AS A HEALER/support unit. Or a dps player, with full cds running doing 300k dps to players down to 50k dps...That's just broken.

Who can white attack while stunned? lol You giving an example of someone hitting for x amount of damage is flawed. Damage is variable on giver-receiver. Usually people don't stat MDef and then cry magic hits them too hard.that isn't broken; that's just balancing the field more. what is broken is the class that is able to do 300k+ dps with stuns that can stun for over 5 sec... or even when they r stunned can still do white attack to do over 300k dmg... using pvp gear stated for survivability not dps...
If one K/M can can do away with a group of your guild that simply means your guildies are weak. Purge already removes a K/M's Shield of Discipline and, if I'm not mistaken, Mana Shield which are the biggest factors to their survivability. If you Purge this OP K/M in your example and you still can't kill him that just means your group is way too weak.there should be such a skill that can remove these stuff as it will remove scenarios where a single k/m can blaze through traps and a grp of ppl with all his buffs running without being effected from the traps and not being dmged at all. it will also make siege interesting for guilds that have to face the same over powered guilds 3 weeks in a row...
