Please cap Defiant to 5 in Dungeons
I’m inspiring!
4 would make more sense. Since 4 people would take down the 4 stacks, and the 5th could actually interrupt the skill.
O no wait, that would take too much skill. Sorry gw2 must bee noob friendlee
bad idea
Spirit of Faith [HOPE] – RIP
4 would make more sense. Since 4 people would take down the 4 stacks, and the 5th could actually interrupt the skill.
O no wait, that would take too much skill. Sorry gw2 must bee noob friendlee
bad idea
Yes, coordinating stuns is hard. Better make them practically not viable.
The entire mechanic needs to be looked at. In open world PVE you have bosses with stacks of defiant up to 30. Thirty! All it takes is a medium sized group of players to send Defiant through the roof. It means you effectively spend the entire fight taking those stacks down, and by the time they are all removed, the boss is dead already.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
The entire mechanic needs to be looked at. In open world PVE you have bosses with stacks of defiant up to 30. Thirty! All it takes is a medium sized group of players to send Defiant through the roof. It means you effectively spend the entire fight taking those stacks down, and by the time they are all removed, the boss is dead already.
30? I often see mobs with 100+ stacks of defiant in the open world. It’s a silly mechanic. SOMETHING is necessary to make it impossible to chain-stun mobs, but simply making it impossible to use any interrupts strategically is silly.
How hard is it for them to implement diminishing returns for CC. They refuse to do it on spvp where it would solve so many problems instead of using the bandaid of Stand Your Ground guardians, it would be immensely healthy for the WvW composition as you would no longer need to stack guardians for melee trains, and it would be great in pvp to give other specs more use.
I have no idea what made them think making necro’s fear be affected by Defiant was a good design decision.
It’s awesome too with open-world bosses like Sottz the Scallywag and Half-baked Komali which have mechanics requiring you to knockback or otherwise force them out of an area.
Tons of fun coordinating 30+ defiant stack reductions when any random player can reset you back to full stacks.
Can we just remove defiant altogether and have bosses give themselves a (removable) stability buff periodically or something instead? One of the biggest things GW2 developers harp on is play and counterplay. There is no counterplay to defiant; you just whittle it down and then get one shot at an interrupt. Something that was like “This boss gets 3 seconds of stability on use of X skill and Y skill” would actually give control characters some value in dungeons because they could interrupt the stability-giving skills or if they could coordinate with boon stripping / converting classes (Yay Necromancers!).
(edited by Rising Dusk.2408)
Please decrease the defiant cap for solo players as well. Not every profession has as many CCs as thieves and warriors.
Or: scale defiant according to the number of CCs a player currently has available at the moment he meets the boss.
Also, do something about blind as well. 10% RNG chance of effectiveness means you generally can’t use blind skillfully against bosses.
(edited by Lord Kuru.3685)
Becareful. If they end up doing this, they may reset everybody’s character level to 30 since you killed all these bosses in a different manner, that way people start on the same page.
You know, it’s funny you say that Rising.
Queen’s Jubilee Scarlet used Stability instead of Defiant, esp on her Hammer incarnation. You couldn’t actually keep her from putting it up as far as I was aware, it just offered a brief window between refreshes where you could land a skill. It was so simple but it actually worked out pretty great.
(edited by Vox Hollow.2736)
You know, it’s funny you say that Rising.
Queen’s Jubilee Scarlet used Stability instead of Defiant, esp on her Hammer incarnation. You couldn’t actually keep her from putting it up as far as I was aware, it just offered a brief window between refreshes where you could land a skill. It was so simple but it actually worked out pretty great.
I thought the Queen’s Gauntlet was a step in the right direction as well. Silver mobs with no defiant meant you could really use all your skills. Plus, NPCs using boons means a lot of boon stripping skills finally become viable in PvE.
“Plus, NPCs using boons means a lot of boon stripping skills finally become viable in PvE.”
Then they give the toxic krait some boons that you cannot strip. Go figure that one out.
SOMETHING is necessary to make it impossible to chain-stun mobs, but simply making it impossible to use any interrupts strategically is silly.
Not just mobs, players too. It’s not even that complicated, and most other MMOs have solved this. There are basically two ways:
1. CC protection (after recovering from CC, the player or creature becomes immune to that type of CC for a certain period – ex., players get 1 second immunity, mobs get 2 seconds, veterans get 4, champions get 8 ).
2. Diminishing returns (if the player or a creatures is hit with a CC ability while another is in effect, the duration of the new one is halved, the third one is divided by 4, and so on; the diminishing returns wear off after no CC has been applied for an identical period – i.e., if a player or creature spent 4 seconds stunned, then the diminishing returns only wear off after he’s been CC-free for 4 seconds).
The exact values can be tweaked, but either solution seems better than the current “you can’t use CC at all / mobs can use infinite CC on you” approach.