Reasons to Remove or Change Defiant

Reasons to Remove or Change Defiant

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Posted by: Marstead.6430

Marstead.6430

What is Defiant? Defiant is the mechanic where whenever a CC ability is used on a boss, they gain stacks of Defiant that make them immune to further CC. The stacks can only be removed by wasting CC moves on the boss. This is to prevent content from becoming trivialized by players chain-CCing bosses so they are unable to fight back.

Why is it a problem? There already is a way to trivialize content, and that is full glass cannon/berserker DPS killing end game bosses before they can really do anything. Meanwhile support and controlling builds just take a much longer time to clear most difficult fights, because a good chunk of their loadout is useless on the boss. For non-glass cannon parties, combat becomes reactive (dodge attacks, stay out of red rings) instead of active.

Why remove it now? The Queen’s Gauntlet and the open world QJ Champions really made me wonder—is this mechanic really necessary? Those bosses are quite difficult and challenging but do not have the Defiant mechanic at all, which really increases the strategies you can use. Granted they are all typically fought by a single player, but the lack of Defiant makes them feel like 1v1 PvP fights, which is awesome.

Reasons to remove Defiant

- Defiant discourages skills that exclusively control enemies, even skills that might be useful on non-Champion/Legendary mobs. This reduces build variety.

- Defiant forces groups to focus on DPS and reactive play instead of active play.

- We already have large fights where parties & zergs face off against other powerful enemies without Defiant—PvP & WvW—and while chain stunning is a viable strategy it is in no way overpowered. We already know that this can work.

- The removal of Defiant can increase the complexity of Dungeon & open world boss fights to require the use of CC and generally make them more fun, instead of DPS/Dodge races. Right now, almost no fights require CC because of how unreliable Defiant stacks are to control. There are several fights in the Queen’s Gauntlet that benefit greatly from CC moves (pulls against Liadri, chain stunning the Windcaller to stop her from spawning so many whirlwinds, knocking back Chomper to keep him from getting to the meat for buffs). Every class has access to plenty of CC, many of them passive CC skills on their existing weapon loadouts they already use for DPS.

Alternative to Removing Defiant

Defiant doesn’t appear until a certain number of CC moves are used on the same enemy within a certain window of time, and then it fades automatically after time passes. Defiant is still a valuable mechanic in huge zerg PvE fights against against non-structural world bosses (Dredge Commissar, Ulgoth, etc)—with so many players it would be true that the the enemy would just be totally locked down without any active play from the players fighting it, they’d be using so many passive CC effects the boss would be totally disabled. Adding some kind of zerg check threshhold to trigger Defiant if too many CCs are used within say 3 seconds could continue to cover these bosses. The duration of Defiant could continue to increase as long as the same CCs/second continue to be used after the buff first appears, so this could add some strategy—go ahead and CC the boss, but if Defiant appears, stop CCing to let it wear off.

The threshhold could be set low enough to keep the risk of triggering Defiant in smaller PvE fights like Dungeons; this would keep the active controlling play, but require controller classes to space out their CC moves instead or risk triggering Defiant. Structural world bosses (with the big red targets) are already immune to CC and I think that’s fine.

Alter or Remove Defiant, but keep the resistance to Blind. Blind would still be overpowered in Dungeons (some classes can keep up Blind constantly) and so the Blind resistance should remain even if Defiant is removed or changed.
tl;dr: Defiant is an outdated mechanic that reduces build variety, PvE fight complexity, and fun in general. As the PvE meta has developed, it’s becoming clear it’s not really needed to keep the game balanced. It should be removed entirely or changed so that it triggers only when too many CCs are used at the same time, and then it should fade after time passes.

(edited by Marstead.6430)

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Posted by: Odd Magnet.3970

Odd Magnet.3970

+1’ed

I really want to see a change to Defiant, that would make the game/combat so much more interesting

I don’t attract, I don’t repel. That’s kinda odd

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Posted by: Veplerion.3921

Veplerion.3921

Simply has to happen. Defiant is holding this game back in terms of PvE combat. I would hope ANet realizes that and will do something about it. Stun locking shouldn’t be allowed, but there are far better ways to counter that then defiant in it’s current form that would then allow for far more interesting PvE fights.

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Posted by: Demeth.5816

Demeth.5816

+1 with OP, i’m sure the Dev’s can do something bout it.

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Posted by: BigMoser.8790

BigMoser.8790

+1. Let’s make our CC’s count

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Posted by: gescean.4279

gescean.4279

Love this, I’ve always felt like CC abilities were downright useless on bosses and this would definitely make things more interesting!
I don’t think it should be removed altogether, as you said it should start stacking if players throw too much cc on a boss.

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Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

+1. I’ve dedicated many posts to this issue in other discussions. It is about time Defiant went bye bye. I agree with all of the points brought up by the OP.

“Madness is just another way to view reality”
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)

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Posted by: Weirwynn.2390

Weirwynn.2390

+1. I don’t think removing it completely is possible, but something has to happen. Just saying “oh, those skills don’t work on bosses” is a terrible cop out that too many games use for too many kinds of skills.

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Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

I think I’ve compared Defiant before to the way Final Fantasy handles magic. In that same way almost all bosses in Final Fantasy are immune to conditions like blind, poison etc. It’s a serious design error, to make an important game mechanic (CC skills) and then make all bosses immune to it. It’s the same reason everyone tends to play through Final Fantasy games by using their normal weapons, and spamming summons, since the magic is redundant for most of the game (at least with many of the games in the franchise, probably not all).

I hope the game designers for GW2 see this design flaw for what it is, and change it.

“Madness is just another way to view reality”
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)

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Posted by: Hicci.8761

Hicci.8761

1+

Launches on bigger monsters could stagger them instead of sending them flying (which would look silly) and bosses could have 3 seconds immunity to CC after 1 is used. That would make CC locking impossible and it would also make CC more valuable from tactical point of view.
Give more strong attacks to bosses but also give those attacks very clear animations so they could be interrupted with right timing.
It would also be cool if some bosses would be out-right impossible to defeat if your team doesn’t have, let’s say, mesmer or guardian. Like un-dodgeable projectile showers.

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Posted by: MangoMan.3218

MangoMan.3218

Awesome. I normally don’t bother to +1 but this is a really good idea, and that idea of not completely removing defiant but rather improve its mechanics is genius.

Just vanquishing the hate. | Ziios, TC
http://www.youtube.com/MangoMiner

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Posted by: Falkor.7932

Falkor.7932

Reading your post, I came up with this idea for changing defiant. During some fights (Strugar and chomper, and the Wraithlord in Arah) you are stacked with a debuff that activates an event at a certain number. If we apply this to champions, where instead of stripping stacks of defiant, control skills ADD stacks of defiant, granting the boss invulnerability to control as long as stacks remain above a limit. Here’s the kicker though, you can keep stacking defiance after that invulnerability hits, making players be wise about their control abilities, and coordinate so they don’t make bosses permanently invulnerable to being controlled. This allows for windows of time where you could control a boss, but can’t stun lock them.

Edit: I guess this could be abused, but you’d just have to lower the limit of stacks certain bosses can have, and adjust the time that stacks remain.

“One time! I slightly blew some of us up one time, and you won’t let it go.”
- Explorer Bekk

(edited by Falkor.7932)

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Posted by: Karlos.2178

Karlos.2178

+1

This post has great ideas, and with a few tweaks and number-crunching, it could just make the game’s bosses great to fight, and allow for a lil’ bit more diversity.

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Posted by: Conan.8046

Conan.8046

Queens gauntlet is a 1v1 you can’t compare it to a instanced boss fight because alone you can’t CC 100% but with 5 people you can.

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Posted by: JETWING.2759

JETWING.2759

I do not agree in remove defiant.

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Posted by: Leo G.4501

Leo G.4501

What is Defiant? Defiant is the mechanic where whenever a CC ability is used on a boss, they gain stacks of Defiant that make them immune to further CC. The stacks can only be removed by wasting CC moves on the boss. This is to prevent content from becoming trivialized by players chain-CCing bosses so they are unable to fight back.

This isn’t quite the proper definition of Defiant.

Defiant stacks build the more times an NPC is successfully CC’ed. That means, if a group or zerg of enemies constantly spam CC in an attempt to incapacitate an NPC, it will become harder and harder as the fight progresses. Mechanically, after being CC’ed, an NPC gains stacks of Defiant. When you burn through these stacks, they are vulnerable to CC and then gain more stacks of Defiant than before.

That said, I don’t disagree with your solutions or rationale. Something should be done with defiant stacks.

Another idea that might be slightly simple is simply having Defiant deteriorate over time along with CC being able to eat through it as well as perhaps making Defiant deteriorate faster when suffering under certain conditions. Defiant shouldn’t be trivialized but it’s core function should be kept intact. It’s meant to, basically, keep an encounter relatively the same difficulty the more players that join a fight. So long as some semblance of timing and teamwork can be kept, any solution is better than what we have now.

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Posted by: Redfeather.6401

Redfeather.6401

If 20 people were beating on me this is what I’d do.

If I take a certain amount of CC I’d just get desperate.
-Cue Blind-Fire Mode-
Shift preference to AoE attacks
Gain Quickness Buff
Gain Recharge Buff
Increased AoE range and quantity
Start using my super secret stun-breaker move
Do that until I calm down.

If I take a certain amount of damage within a time limit, then I just get furious.
-Cue Focus-Fire Mode-
Always target highest dps in group
Gain Swiftness Buff
Gain Critical Hit Chance Buff
Decreased AoE range
Start using my super secret CC move
And do that until I calm down some.

The point of those modes to introduce an action oriented skewing of the risk/reward ratio of the group relying too much on a particular combat style.

edit: The point at which I’d go into those modes would be adjusted by the number of participating players. So it’d be a scaling mechanic.

(edited by Redfeather.6401)

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Posted by: Imperatora.7654

Imperatora.7654

I +1ed this.

I make MMOs for a living (game design) and Defiant always confused me. In a game with so much hype for “breaking the holy trinity” and whatnot, Defiant brings us to the “holy single spec worth taking”.

As the OP mentioned, right now there is no point in doing anything but glass cannon in PVE. “The best CC is dead” has turned into “the only CC is dead”. Anything that increases the time a boss is alive radically increases the odds of player death.

Removing CC immunity can add a LOT of options for new PVE mechanics, as we have seen with the gauntlet. We need bosses that have solutions that don’t boil down to “kill it so fast we can ignore the mechanics”.

That said, uninteruptable One Hit Knock Outs (ohko) should be absolutely avoided in general PVE (it’s fine for the gauntlet, but not ok in dungeons). Ohkos bring us right back to stacking DPS at the expense of all other stats as a necro with 30khp is just as dead as a glass cannon guardian with ~10k.

EDIT: if this seems like a ramble, I’ve not had my morning coffee yet….