Hey there everyone, I’m a tabletop card/board game designer/producer who tackles video game design problems as a hobby (and for the experience!)
I posted a while back in the Fractal CDI, and now I’m going to be doing a few posts here about the most troublesome topics in GW2. Today’s focus is on Crowd Control, namely how crowd control can be satisfying and useful in a group situation without the use of CC-negating buffs.
First off, let’s quote the wiki on what exactly we are dealing with:
Unshakable is an effect that grants resistance to control effects. Unshakable will grant one stack of Defiance for each player in the area (minimum 3) when the creature has no stacks of Defiance and is targeted by a crowd control skill. Blindness is applied and removed as usual and has its usual duration, but it only causes the next attack to miss 10% of the time; the condition is still removed even if the attack hits.
Note that Blindness (while not strictly CC) has a damage dampening effect by causing attacks to miss. Oddly, Chill isn’t given the same treatment.
A lot of dissatisfaction concerning this system stems from the binary nature of the Defiance buff. In a large group, it is nearly impossible to time a large CC to hit right as the group removes the last stack of Defiance. The inability to make meaningful tactical decisions beyond “don’t die, keep hitting it, do the special mechanic X” (Also known as “The Plays”) is rooted in this binary (either you CC or you don’t) and obfuscated (you have no reasonable way of knowing if your 3 second stun or one of the 40 other 1/2 second dazes will actually be the one to break through defiance) system.
So, what can we do about it?
With our previous observations, we make a few guidelines for an improved version of our CC reduction mechanic.
- CC should be at least marginally useful when used: This one is pretty self-explanatory. Abilities have unique effects. That effect is not “remove a stack of arbitrary CC negation”
- CC should be a tactically used mechanic, not a spammable I-Win button: The current defiance system is intended to work this way, but the coordination required to effectively CC rises much faster than the effect of CC itself. If you have 5 players, you can fairly reliably CC a dungeon boss at the critical moments where it’s CC or die. When you have 10 players, the mobs scale up to match, so effective damage is the same, but now CC is that much harder to coordinate.
So, what does this mean for our current CC skills?
It means that mobs need to RESIST, not NEGATE. Scaling effectiveness means that every person can have an appreciable effect on CC, and brings tactical usage of skills back into the limelight.
Examples (Assume diminishing returns for all values):
- Chilled: Movement speed decreased by
66%Variable%; skill cooldown increased by66%Variable%;stacks duration.
Chilled is now weaker when being applied by a single player, but each application makes it more powerful.
- Blind: Next outgoing attack has 10% Miss Chance (rolled per target, not per attack);
stacks duration.
This reduces the binary nature of rolling a single 10% blind attack. Instead, the attack misses 10% of the players, giving the group a chance to react and recover.
- Knockdown/daze/stun: Allow chaining, but apply defiant stacks in the opposite manner to the current system. Instead of having to burn CC to land one, Chaining hard CC causes stacks of a buff, granting a powerful stunbreaker and temporary CC immunity if it goes high enough (Variable by enemy type!).
Brought in a Jiu-Jitsu expert on this one. When grappling or performing takedowns, your first move is likely to be your most effective, and further struggles give more opportunities for devastating counterattacks.