Charr – Ranger
Human – Guardian
The amount of CC’s that you have to deal with on a daily basis in WVW, your Tower Of CC’s and PVE in general need to be adjusted with diminishing returns. If you are chain stunned, rooted, crippled and then blinded in one eye the amount needs to adjust to the prior amounts already applied in the previous 10 seconds. For example, in a 10 second window you are hit with 5 CC’s consecutively. The first CC is usually broken. The second is probably broken. The third, fourth and fifth are not. I am not implying that all CC’s need to be evaded or broken. The times applied from the first to the fifth are lessened in order by a certain amount. It seems to me like the game play suffers when CC’s overpower the game play.
You mean you don’t enjoy spending 5-10 seconds of a fight where all you do is stare at the screen while the enemies have their fun but not you? You obviously have no clue what fun is!
In PvE there is nothing more fun than this, I wish Anet would add more of it. Maybe they can make it so I just log in and watch my toons health decrease for the entirety of my login experience with absolutely no control over said toon. That would be my perfect gaming experience.
I even wrote a song about it.
Immobilise, immobilise, limp, knockdown, yeah, knockdown, knockdown, knockdown, knockdown, immobilse yeah!
Knockdown, limp, too long poison, immobilise, immobilise limp.
Chorus
Knockdown, knockdown, knockdown,knockdown, knockdown,knockdown,knockdown,knockdown,knockdown,knockdown,knockdown,knockdown,knockdown,knockdown,knockdown.
(edited by Paul.4081)
^ What he said.
(edited by Kadub.8743)
The counter to cc is to cc the person doing them the problem is the ability to simply not deal with thoughts cc such as stun daze knock down. As for the other cc that fall into the other side covers every thing else including bleeds burn or the dmg cc to put these on a diminishing return would kill any type of condition dmg in this game.
In a way its stability that is the problem. But at the end of the day the counter to every thing in GW2 is to dodges out of the way this will stop all effects. A bit of skill in timing goes a long way. I think L2D apply here.
The counter to cc is to cc the person doing them the problem is the ability to simply not deal with thoughts cc such as stun daze knock down. As for the other cc that fall into the other side covers every thing else including bleeds burn or the dmg cc to put these on a diminishing return would kill any type of condition dmg in this game.
In a way its stability that is the problem. But at the end of the day the counter to every thing in GW2 is to dodges out of the way this will stop all effects. A bit of skill in timing goes a long way. I think L2D apply here.
Posts like this always look good in text form. It is actually valid, albeit situationally. The problem is, events like this Nightmare Tower, not knowing Orr’s layout at first and taking a bad shortcut, and the like is just small example to a huge problem, is that dodging in the most fast-pace fights become more novelty then a tool; a prolong to the ol’ inevitable. Traited and geared to about 4 dodges? Great. you’ve gained 3 more seconds of life. there are more then dodges to avoid control effects. Great you just won 4 more seconds on top of that of life. In many situations, it’s not L2D, but L2OG… (Learn to over group). Huge groups = win… Unfortunately MMOs used to be about immersion in a fantasy world with others, now it’s “be a part of a 50+ player group, or you’re a waste of server space”.
For all the inevitable ‘L2P’ replies of those who can solo the entire Nightmare Tower, or solo all dungeons on all professions, good for you. You found a way to make your pigs fly, if you catch my drift. :P And to those who can take 3 dodges into large groups and live, that’s also great. I’m talking more about the common player, not the elite minority that post on the forums as if it’s appalling that the rest of the world can’t play to their standard (not talking to the one I’m quoting mind you).
Having said all that that jive, yes, as posted, dodges can and do help.
Never turn a Player into an Observer. If this happens, your product can no longer be considered a game.
I’ve always thought that hard CC vs player characters should not exist in any game. Immobilize lets you use skills- Daze lets you move- and so on. Stun and knockdown are not groovy. Addressing those mechanics directly would be superior to diminishing returns.
However, even though DR is just a bandaid over a gaping design flaw, it’s been proven in many other games to be a very effective bandaid. Do it.
Stun locking should simply not be possible. Any game that has some form of combat in it, knows that.
If I go into wvw, I may dodge 1 or 2 CC skills, but then I’m out of dodges, and the third hits me. The moment you get hit by any CC skill, you’re pretty much dead, unless it is a 1vs1 encounter. So this really isn’t a L2P issue. Like Ryu said, it’s simply a matter of joining a large enough zerg.
Immobilize in itself is not broken. However when combined with certain situations, you are dead without being able to defend yourself.
If someone immobilizes you while you jump, and you are still in mid-air, you cannot activate any skills until immobilize ends, and it may not end simply because immobilize stacks in duration. Therefore, you might be dead without you being able to act. There is no dodging while in midair.
If someone immobilizes you while you are at the surface of water, you are also practically dead, because you have 0 skills while on water surface, so you cannot remove conditions because you cannot activate any skills. I once saw a guild chaining immobilize one by one on a poor wvw player at water surface, who could not move at all until dead. It was funny to watch a broken mechanic at play, but also very sad. There is no dodging while on water surface.
So advice to all players:
Do not jump unless you have to get over higher ground.
Do not stay on water surface(go underwater instead as it is safer).
GW2 doesn’t need CC diminishing returns since CC durations are so short in the first place.
I don’t like Stun and knockdown, or cripple, or any other control effect anymore than anyone else, but let’s be realistic, in the context of battle, they’re not unrealistic and I’ve never had problems with them in PvE. Sure some things use such attacks, like mosshearts use snare, some of the risen ion Orr use snare, blind and others and sure, sometimes you die because of it, but isn’t that kind of the point? What’s the use of an attack if you can’t use it to kill something? I don’t like them, but have never found them to be over the top or OP. All I see here are people who want to make yet another non-direct damage attack ineffective. I keep seeing the same argument about conditions in WvW. Conditions aren’t OP, in fact they’re miserably under powered in PvE, 90% of the problem in WvW are lazy players and max power builds not speced to handle conditions. Perhaps ANet should simply implement a god mode…that way everyone can go around beating on each other and no one dies. Ohhh, wait, that’s pretty much how it is now. You die, return to a wp, or get res’d, continue on…no one really dies. Getting “killed” is a minor inconvenience at worst. You might lose a bit of silver in repairs, but so what. Sometimes, there are attacks you can’t survive, and aren’t meant to, solo or in small groups, that’s just how GW2 is. WvW is zerg based. Whether that’s how it should be or was intended, it matters little. If you get separated from your zerg and are being pursued by a group of enemies, you should expect to die. WvW is team based.
I have a suggestion. Let’s make everyone in WvW and PvP a clone of each other, one class, all with the same skills and access to the same weapons and armor, all at the same level, AC, and HP, no magic, no special gear to increase stats, no AOE and no range other than conventional weapons such as bows, guns and siege. This would resolve so much of the whining we see on the forums…it would also make WvW incredibly boring. There is nothing wrong with any of the attacks in WvW at the moment.
CCDR is a band-aid mechanic from games with CC tuned to be awesome in PvE (where all people tend to care about is DPS anyway…) that consequently is totally ridiculous against players; the DR pushes the CC down to more reasonable levels against players.
Player CC really isn’t out of line, for the most part you’re looking at 2 second stuns on long cooldowns. The biggest CC problems in WvW are immobilizes, since they become impossible to cleanse when part of a condition stack and they can have some pretty absurd durations.
Long lasting monster CC is simply poor design that can be addressed directly; there really isn’t a good reason for mobs to be stunning players for more than a couple seconds.
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