Easy with the perma-stuns
Yeah one of my biggest gripe with GW2 is the “CC-spam equals challenge”-mentality the programmers apparently have adopted. Look at the three Orr maps for an extreme example. You can’t go anywhere without being Crippled, Chilled and Pulled all over the place! Get off me you freaks!
It is a challenge, sure, but it is a cheap way to add artificial difficulty and in no way a fun challenge for your players. It is anti-fun to the extreme.
Do you even lift, bro?
(edited by Oglaf.1074)
If possible, it would be nice if you’d move away a bit from the perma-stun->kill mechanic for a while.
It’s not fun with the Karka (the jump actually stuns you even if you dodge it with the champion) and it’s not fun now with Toy Golems.
To be honest, a lot of utility skills are left untouched because I’m forced to bring stunbreakers for anything worth fighting.
It’s no fun to have to sit behind your pc, waiting until you can finally move again, and it’s not fun to get killed instantly if you fail to dodge a singel stun attack (or as with the champion karka, still get stunned even if you did dodge the attack).
So please, be creative and find a different method of implementing difficulty for a change.
Stability skills dude. Or kite them. Works for me therefore will work for you.
Stability skills have enormous cooldowns, hardly suitable for farming.
Do you even lift, bro?
If you roll a pure toughness/vit armored build you’d see that a majority of the skills they put in this game are mainly to waste your time or stack infinitely. (For example, Dredge mining suits can summon dredge, and keep summoning them until you die. If you’re slow at killing they can easily overwhelm you.)
I’m running a banner support warrior spec’d this way and the only way he can kill anything is very very slowly with a sword bleeding them out. He rarely dies, but the trade-off is that I can’t kill things. The good thing about him is that he can solo many champions without a problem. (I was even playing around with Kol the giant up in Harathi Hinterlands with only one other person there…we weren’t able to kill him because he’s got way too much life and he kept downing the mesmer that was helping so I had to keep running over to pick them up and he followed me just out of aggro range and invulnerabled and went back to his spot. We got him half dead before that happened.)
- Being unable to do anything is bad game design.
- Reducing someone’s effectiveness in a way they can counter is good game design.
Yeah one of my biggest gripe with GW2 is the “CC-spam equals challenge”-mentality the programmers apparently have adopted. Look at the three Orr maps for an extreme example. You can’t go anywhere without being Crippled, Chilled and Pulled all over the place! Get off me you freaks!
It is a challenge, sure, but it is a cheap way to add artificial difficulty and in no way a fun challenge for your players. It is anti-fun to the extreme.
Precisely, well said.
HeroQuest, Talisman, Heroscape, Munchkin Quest
DungeonQuest, Dungeon Run etc…
Challenge in GW2 needs to be about timing your skills well, not spamming them mindlessly.
ANet is going to extremes, however, wich is bad.
In GW1, NPCs had player skills (around 3-4 for normal enemies, and 5-6 for champions).
Usually their skills formed small combos that taught and inspired players to make their own combos.
In GW2, at least 9 out of 10 NPCs are balanced purely around damage and health, and Champions amplify these symptoms, with cheesy 1-shots and insane health.
ANet needs to move away from immunities and insane damage/health in PvE, and towards player-like effectiveness (give NPCs a healthy mix of damage, healing, defensive and control skills to make players have to time their skills well).
Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
(edited by Nurvus.2891)
The thing is, I know of stunbreakers, I know of stability and I still use them. Armor of Earth is actually a staple on my skill bar.
However, that’s not the point of this post. My point is that, one-on-one, the stuns are fine. You either dodge them tactically, or pay for not dodging. I’m cool with that.
What I’m not cool with, is the fact that when enemies group up, these seemingly harmless 2-second stuns turn into a long spamfest of stuns which, unless you have 15 seconds of stability on a 20 second cooldown, are impossible to handle. And by that I mean, I can still beat them fairly easily, but it takes 10 seconds longer because I have to out-wait the stuns.
Also, it could just be me, but it feels like, when the player gets knocked down, it takes a lot longer to get up then when the NPC gets knocked down. Worst of all, many npcs are immune to our CCs yet happily spam their own.
Like MilitiaMasterV said, it’s just a speedbump. A boring, and annoying speedbump. And I would really appreciate it if the next batch of foes has some other difficulty mechanic for a change.
Also, it could just be me, but it feels like, when the player gets knocked down, it takes a lot longer to get up then when the NPC gets knocked down. Worst of all, many npcs are immune to our CCs yet happily spam their own..
Nah, it isn’t just you. Even the longest of player-based Knockdowns don’t get anywhere near the duration of the shortest of mob Knockdowns.
Do you even lift, bro?
- Being unable to do anything is bad game design.
- Reducing someone’s effectiveness in a way they can counter is good game design.
After posting I saw a thread about the Moa Morph from the Mesmer, and I think that’s actually a well designed skill. Sure, you’re WAY less effective, but at least you can still do something. More cc skills should be like that.
Players should have an effect in the lines of Unshakable, that instead kicking in instantly, kick in as you get CC skills on you, depending on the CCs and their frequency.
Stronger CCs, CCs with longer durations, and getting more CCs in a short period of time would make the effect kick in faster.
For example:
- Aggravated: You are being pushed around too much. Stacks intensity. Turns into Irate (5s) after 10 stacks.
- Irate: You are immune to crowd control effects (Daze, Fear, Float, Knockdown, Launch, Pull, Push, Sink, Stun, Ice block and Petrification).
Each stack of aggravated would have its own duration. For example, double the duration of the CC effect (get stun or knockdown for 2 seconds -> get a stack of aggraved for 4s,g et fear for 4 seconds, get a stack of aggravated for 8 seconds), with instant effects like launches and pushes, something like 4s would do.
This, along the existing anti-cc measures like stun breakers and careful movement, would compensate for the most extreme cases, so when enemies think you are a freaking pinball, you get really kitten and CCs do not work on you for a little while.
Also, it could just be me, but it feels like, when the player gets knocked down, it takes a lot longer to get up then when the NPC gets knocked down. Worst of all, many npcs are immune to our CCs yet happily spam their own..
Nah, it isn’t just you. Even the longest of player-based Knockdowns don’t get anywhere near the duration of the shortest of mob Knockdowns.
It’s not just knockdowns. A lot of skills seem to have way longer durations from the monsters than we players do. Hyenas with their cripple, Ogres with their weakness, and a few others.
If they want to lose players, they should just keep doing what they are doing…
I agree Orr would be more fun without the ridiculous pull back attack
Stability skills have enormous cooldowns, hardly suitable for farming.
Plus, Necro doesn’t even have a stability skill, only a GRANDMASTER trait for 3 pathetic seconds when you go into Death Shroud since they apparently felt that nerfing that trait when it was the absolute only source of stability they have was a good idea.
Doesn’t Lich Form grant Stability for the duration?
Not that it matters, an Elite Skill is hardly useable to counter the spamming.
Do you even lift, bro?