Knock Downs, Crowd Control and You
you got to love when the game allows you to evade a powerful attack for your character to roll in place and get the full force of the attack head on and either dies or is very close to dying.
Or the famous, I rolled in place and just about dropped the NPC for it to wander off from me, and goes invulnerable and regens all its life back to turn around and kill me, since I burned off all my evade rolls. Gotta love when that happens so many times. / sarcasm
Thanks bro, I never thought of that.
Oh wait, i got Moa Birded by 2 mesmers, I guess that’s fine though.
Even with stability there’s still a need for diminishing returns. people’s stability skills are usually on long cooldowns while cc skills are on short cooldowns at least in comparison to anti cc skills ( Balanced stance Vs Bola ). Balanced stance packs at least a 40 second cooldown while bola’s cooldown is half that. This constantly creates situations where people can spam you with cc while your removal is down.
Ultimately this condition spam actually favors bad playing over good players. Typically what happens in my own experience is in a 1v1 or even up to 1v3 situation where the outmanned player has played well and managed to down several of the players one person in the original engagement or another outside steps in CCing the outmanned player. This initial cc is manageable on its own with a passive trait reducing it, but it starts a chain of CC spam allowing the bad players to have a second chance. This should be unacceptable in a 1v3 situation if you are the outnumbering force and go down, you really don’t deserve a second chance.
Another reason for diminishing returns on cc is compared to other MMORPGs GW2 seems to have an odd number of cc “flavors.” There’s at least 6 unique types of CC that impede movement or control. 4 of them remove control in the same way but are completely different spells ( stun , knock down, confusion, immobilize.) In other games you generally have have a stun a fear, a slow, and maybe a confusion. They all have different names specific for class or different flavor text, but in the combat log and code wise they all work the same or DR wouldnt be as effective in these games.
Therefore because of the obscene amount of unique CC in GW2 it wouldn’t hurt to put in a DR system. Some players could still theoretically choose to play a support class heavy in CC if they pack different types of CC, but the DR would mostly affect the bad players who CC spike people with the same type of CC or the same skill altogether
also another example of redundant conditions is chill Vs cripple. they both do the same thing, only one spell is actually needed. If there’s a cold spell that slows down the target do ice damage and cast cripple. When you get into how many conditions there are ( redundant ones at that ) and that they can all be continually spammed on a player without penalty to the caster you can see that the game is not as balanced as most people think it is.
also another example of redundant conditions is chill Vs cripple. they both do the same thing, only one spell is actually needed. If there’s a cold spell that slows down the target do ice damage and cast cripple.
Not the same thing.
Cripple is 50% movement speed decrease. Chill is 66% movement speed decrease and 66% increase to skill cooldown.
If you get moa-ed, use 4 or whatever that super speed ability is and get away.
I don’t really have anything to say to this. DR or none, I’m fine. My character has no stability except for my knife spin (thief), and I don’t really have a good CC except Dancing Daggers which costs a ton of initiative. Thus, I don’t use CC and I have no stability. But I’m usually in control of my fights by timing my dodges and out-maneuvering people in WvW.