“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”
break. I feel like they should be back by now..”
This mainly applies to wvw, in fact I believe it should only affect wvw due to its nature.
Knockback, launch, stun, pull, knockdown, fear, do you get know what these are? They control your character, the idea is to incapacitate the enemy by not allowing them to react. To counter this in small scale, we have stun breakers which as the name implies, it breaks you free from that control. In small scale there arn’t many cc skills to keep something down unless everyone gets full cc. But in wvw, its all about the cc which makes sense, you want to keep the enemy zerg from reacting.
However what seems wrong to me is when a player gets soo much cc they are shooting around like ping pong and can’t even dodge or react to it due to the number of players in wvw at these times. I propose two solutions that could be added in different ways.
1. All players in wvw will be granted stability when targetd by, lets say, 8 cc skills in rapid succession. So in 2-3 seconds you get hit by a cc skill the counter goes up. The stability shouldn’t be game changing, but atleast given enough time to react so a mere 4 seconds of stability would do. By the time you get targetd by 8 cc skills you are just about dead anyways, but maybe they can teleport away and save themselves. Atleast a fighting chance would be nice.
2. When you are affected by the outmanned buff, the duration in which you are controlled is 25% less. This is in the event of smaller zergs not being able to do anything even when preparing to attack, if the enemy zerg just throws down numerous cc skills. Numbers and strategy go hand and hand in wvw, but if the larger numbers simply throw down tons of cc, the smaller zerg simply won’t be able to do anything (assuming coordination was played out well).
To an extent, this should work in spvp but there arn’t many people who put on those builds that get you stun locked. None the less, some builds work together well and can keep someone unable to attack for a the entire fight even if they try to dodge. Stability works well if they have access to it, otherwise its very difficult to not get stun locked by good teams. If it were applied to spvp, I’d say 5 cc skills for the counter within 2-3 seconds of one another since it is smaller scale. Truthfully, I’ve managed to deal with it in spvp but wvw is totally different.
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