Stunlock issues.
Ever played dota?
At this point i don’t really care anymore. Think what you want.
1. Most people do bring stun break on dungeons unless they are confident with their skills and predicting bosses.
2. Nobody is going to care if you drag a bunch of mobs in open world and die.
3. Its still an improvement over other pvp games where ‘stun = game over’
How about they change the way stability works, so that it works more like the way it does on bosses?
The skill grants you a stack of immunities to CC, decreasing by one every time a CC hits you, and when they’re all depleted you can be CCed again?
PS: I hate that bosses can only be CCed one in 6 times. It feels like a cheap way of increasing difficulty and makes certain weapons simply not viable for boss fights, further increasing the gap between GS and everything else.
Therefore I may take some time replying to you.
After reading the comment from a necro player in here about using spectral i found myself thinking. It may be that the issue is aggravated one some professions by having the stun breaks on skills that until Orr have not seen worth the slot space.
Take the 4 stun breaks that necro have available:
Plague Signet: The passive draws conditions from nearby allies. Never mind that in its current from it copies more than moves said conditions, but unless you find yourself in a group facing a condition heavy challenge it is easily ignored. And its active is twofold, dumping accumulated conditions onto target foe, and breaking stun. 60 second cooldown. Most will have, before Orr, looked at the other parts and gone “not worth it” and virtually forgotten that they have it.
Spectral Armor: 6 seconds of protection, 6 seconds of 3% life force when hit, 90 second cooldown. Again, if you do not need the stun break it seems hardly worth it.
Spectral Walk: 30 second swiftness, and before a patch reversed the behavior, it would drag you right back to where you started unless you made sure to sever it. 60 second cooldown.
Necrotic Traversal: To even use it you first have to set up a Flesh Wurm somewhere. A minion that can be attacked and killed, And is stationary once placed. Triggering traversal destroys the wurm btw. Likely the least used of the necro minions.
Never mind that until you hit Orr, finding multiple mobs in close proximity that do stuns are highly unlikely. And those that do, do it with a cooldown measured in multiple minutes. This allows players to build up a ignorance of stun as usually they can ride it out rather than pack a skill specifically to deal with it.
Meh. ANet could have borrowed something from Cryptic. Here if you get stunned you can hit your block (a near relative of the GW2 dodge) and break the stun. Doing so will also make you immune to stuns for a while. Note btw that their block is a sustained ability, active as long as the button is held down. It does make the character unable to attack, but it sharply reduces damage for the duration. I sometimes wish my shield carrying characters could trade their dodge in for such a sustained block.
How about they change the way stability works, so that it works more like the way it does on bosses?
The skill grants you a stack of immunities to CC, decreasing by one every time a CC hits you, and when they’re all depleted you can be CCed again?PS: I hate that bosses can only be CCed one in 6 times. It feels like a cheap way of increasing difficulty and makes certain weapons simply not viable for boss fights, further increasing the gap between GS and everything else.
Yea i have sometimes wondered why certain boons and conditions are duration stacking only. It makes them bothersome to use as you have to make sure they run out before applying a new one or it simply goes to waste.
Stop.
Stop standing still spamming 1. Use stun break in your utilities. Use blind/daze/etc from your weapon skills. Use dodge. You can simply walk circle strafe mobs to avoid their knockdowns, I do it all the time.
Stop blaming the game for the fact that you are a terribad 5-signet type player who doesn’t use all your abilities and doesn’t know how to dodge or move out of the way of telescoped 2-second long melee attacks.
The mobs in this game are not just immobile 1-pressing sprites waiting to be farmed, PVE is more fun for having mobs be actually quite vicious especially in numbers.
Stop making assumptions (pretty specific ones at that) about how other people play and name calling is a sure fire way to kill any discussion.
K, i will accept that. Do a wink face so ppl will understand please. And dont ask for proof in a joke.
“Can you use skills in a prone state?”
A: YES (if it has STUN BREAK). Thats what every1 is saying. You can use any break stun while stun,fear,knockdown(launch/pull),sink,etc… You can use remove conditions on immobilize.xD Oh, Well still. I still think getting CC to death is a stupid way to make your game “hard” when all it takes is using abilities to break that chain.
So therefor CC chaining is still completely stupid in more ways than 1.
1. You die if you don’t have a breaker.
2. If you have a breaker you don’t have to worry about it. (Assuming it grants stability afterwards)So CC still remains a terrible design flaw. ._. How awesome is that.
Got some tricks in your sleeve for “panic” moment is the key of survival when solo. This game is not all about bringing every damage boost skill and smash attack buttons to win, if you make your cha around all out damage without any survivability, you should at least bring friends or avoid being hit by CC skill.
Why don’t you ask yourself how come the game released for so many months with thousands of player already reached end game and this “flaw” is ups to you to discover at this moment?
Because most player don’t really have this problem….
This wasn’t just now discovered. It has been talked about before, repeatedly. The fact remains, CC breaks have cooldowns, and in a way, so does dodge and in some places the respawn rate is pretty high and the combat is designed to be chaotic and fast paced, skills are spammed from all directions. I can kite stuff around all day everyday but I still think there is still no point in having overlapping knockdowns/stuns (really, what is that point?). I know people who don’t "bring every damage boost skill " and don’t “smash attack buttons” who still find some of the CC in this game a bit off balance. I don’t expect this to be an issue that’s going to set the boards ablaze since the game has much bigger problems.
I’m done. Have a great 2013 everybody!
Stop.
Stop standing still spamming 1. Use stun break in your utilities. Use blind/daze/etc from your weapon skills. Use dodge. You can simply walk circle strafe mobs to avoid their knockdowns, I do it all the time.
Stop blaming the game for the fact that you are a terribad 5-signet type player who doesn’t use all your abilities and doesn’t know how to dodge or move out of the way of telescoped 2-second long melee attacks.
The mobs in this game are not just immobile 1-pressing sprites waiting to be farmed, PVE is more fun for having mobs be actually quite vicious especially in numbers.
Stop making assumptions (pretty specific ones at that) about how other people play and name calling is a sure fire way to kill any discussion.
K, i will accept that. Do a wink face so ppl will understand please. And dont ask for proof in a joke.
“Can you use skills in a prone state?”
A: YES (if it has STUN BREAK). Thats what every1 is saying. You can use any break stun while stun,fear,knockdown(launch/pull),sink,etc… You can use remove conditions on immobilize.xD Oh, Well still. I still think getting CC to death is a stupid way to make your game “hard” when all it takes is using abilities to break that chain.
So therefor CC chaining is still completely stupid in more ways than 1.
1. You die if you don’t have a breaker.
2. If you have a breaker you don’t have to worry about it. (Assuming it grants stability afterwards)So CC still remains a terrible design flaw. ._. How awesome is that.
Got some tricks in your sleeve for “panic” moment is the key of survival when solo. This game is not all about bringing every damage boost skill and smash attack buttons to win, if you make your cha around all out damage without any survivability, you should at least bring friends or avoid being hit by CC skill.
Why don’t you ask yourself how come the game released for so many months with thousands of player already reached end game and this “flaw” is ups to you to discover at this moment?
Because most player don’t really have this problem….
This wasn’t just now discovered. It has been talked about before, repeatedly. The fact remains, CC breaks have cooldowns, and in a way, so does dodge and in some places the respawn rate is pretty high and the combat is designed to be chaotic and fast paced, skills are spammed from all directions. I can kite stuff around all day everyday but I still think there is still no point in having overlapping knockdowns/stuns (really, what is that point?). I know people who don’t "bring every damage boost skill " and don’t “smash attack buttons” who still find some of the CC in this game a bit off balance. I don’t expect this to be an issue that’s going to set the boards ablaze since the game has much bigger problems.
I’m done. Have a great 2013 everybody!
1) if foe CC is not terrible, who bother bring stun break anyway?
2) if it is easy to counter with yourself when solo, why need teammates?
3) if foes CC don’t work this way, everyone will chop down 5+ foes in Orr like tissue paper, the chained CC is a sign that telling you don’t aggro too many foes at once which out of your hand
4) accidentally aggro too many foes, thats an issue about spawn rate and Anet is promised to look into, be patient
and i am done here, happy new year everyone!
Another thing about open world aggro. Often if you aggro one you also aggro nearby of the same kind. You can see this any time a mob near the one you attack get a crossed blade over its head. End result is that you often do not have the luxury of picking them off one by one. Especially in a place like Orr where just about everything is classified as undead…
In other games, the response to this would be to slam a long duration stun on the extra mob(s). But those do not exist in GW2. Unless there is some undocumented behavior in pulls that allow us to avoid this, i am unsure how to effectively handle these situations beyond a AOE kite.
(edited by digiowl.9620)
Honestly, the issue is you. Get mad, get tired, get frustrated I really don’t care because the major issue here is you.
I hate to be so blunt and come off as a kittenhole but I have leveled a Thief through Orr, got my map completions and farm there regularly and I have never, ever been chain knocked down. I don’t even ever recall having 5 brutes on me at any given time because I pay attention to my surroundings and always chose the path of least resistance.
I play 99.9% of the time solo, I have no friends who play and my guild and I are on different servers (I left the medium populated one for a full one).
So I’m sorry to come off as a “LOL L2Play NOOB” kittenhole but…it’s you.
I wanna bring some perspective to this. The op wasn’t talking about having 5 champ abominations dropped on him with 25 stacks of frenzy preloaded, he was talking about risen BRUTES: perma-crippled mobs that have a melee only knockdown that is telegraphed from about the width of the universe away. If you aren’t paying enough attention to your opponents’ capabilities to play to their weaknesses instead of to their strengths you deserve the death.
The problem seems to be that people come here from WoW expecting all world pve to be against mobs that have half the offence of a healer and half the defence of a dps and no abilities beyond a half hearted melee swing. Mobs here are far more dangerous, you aren’t supposed to be able to just headbutt your keyboard in search of an instant win button.
And as far as the whole ‘every build should be viable everywhere’ thing goes, why are you playing a game where building and customising your character is the main focus if you aren’t going to actually use that customisation to try and make something better? Are you saying I should be able to just randomly click what gear and traits I want while blindfolded and then faceroll Orr with it?
PS: thief is really, really easy to solo Orr with. I most recently completed Orr on a thief and I’d say it’s probably the easiest class to do it with except maybe guardian.
Not brutes alone, brutes along with the “come here!” anchor tossing mobs, usually with 2+ of each. This then result in a stun train if either of them manage to hit you with one of their stuns.
A likely scenario is that he is dealing with one of those kinds while the other(s) spawns close enough to get aggroed but out of camera.
Not brutes alone, brutes along with the “come here!” anchor tossing mobs, usually with 2+ of each. This then result in a stun train if either of them manage to hit you with one of their stuns.
A likely scenario is that he is dealing with one of those kinds while the other(s) spawns close enough to get aggroed but out of camera.
If it comes down to reconing or pathfinding skill, it is also the player’s issue.
A friendly advise, try holding down the ctrl key while going through mobs, it will expose all enemy names in red within a current distance, this way can peek around and see where every mob is located, and pick a better route to run through.
I killed tons of risen with “come here” vocal on 1 vs 1 situation, only like 1% i will got surprised by unspotted foe and it is always a new spawn foe. In GW2, player skill doesn’t necessary means the use of weapon skill and utility skill, spotting, routing, using environment advantage are also matters. If OP is facing this situation constantly, that mean either he don’t know how to pick his routing or he just rush through mobs and pray nobody hit him.
Try rolling an engineer. Then talk about all this "use stability hurr " kitten.
The real problem are not the brutes. They have a constant cripple anyways. But fearing, pulling and immobilizing mobs are a problem.
Try to swim into underwater Inquest lab in Orr. Then tell us how you dodge and break stun against all that perma CC.
I’m not saying it’s not doable. I have soloed Orr exploration, so you can do it. But it doesn’t mean it’s fine.
Taking away the controls was always considered a bad game design. Always. And in GW2 a 5 seconds stun from mobs is around every corner. Anet really should do something about it.
Like make toughness also decrease stun duration in PvE or something.
(edited by Isslair.4908)
I’m personally of the opinion that anything that limits movement is just inferior to having game mechanics without it.
It’s incredibly frustrating to be pressing buttons and your character is not responding in any way.
Although I see how the stuns, knockdowns, etc., make sense as game play elements to fight each other, I just don’t think they’re any fun. Wouldn’t it be more fun to have infinite dodges, but not be invincible during them? Or have mobs pull themselves to you, instead of the other way around?
sigh So. Tired.
If you never had this problem then please roll a Thief/ele, and go to Orr, and solo it.
Also I want you to video tape that, because I will not believe you otherwise.
Meh, was there with elementalist when pretty much noone was around and yellow gear was a luxury, and guess what, could do it all (had troubles with 1 skillpoint, coz all statues were active). Sometimes it was annoying, I died now and again (overpulled + no vit/tough gear = 3 shots and dead) but still, no biggie.
Next time it was on warrior (easymode compared to ele), can’t see how to die on normal mobs…worst case I’d just run away if they zerged me or something (normal mobs die in 1 HB anyway).
So really, gameplay wise Orr areas aren’t that hard. They can be annying but idk, dying seems something you really shouldn’t do. But all in all, Orr zones suck, same enemies, crappy colors, same events, Arah instance is yawn…
“We just don’t want players to grind in GW2” – C. Johanson
“The most important thing in any game should be the player” – R. Soesbee
I stopped reading after something aboot an ‘embarrassing moment’ where you bit more you could chew
Not brutes alone, brutes along with the “come here!” anchor tossing mobs, usually with 2+ of each. This then result in a stun train if either of them manage to hit you with one of their stuns.
A likely scenario is that he is dealing with one of those kinds while the other(s) spawns close enough to get aggroed but out of camera.
If it comes down to reconing or pathfinding skill, it is also the player’s issue.
A friendly advise, try holding down the ctrl key while going through mobs, it will expose all enemy names in red within a current distance, this way can peek around and see where every mob is located, and pick a better route to run through.
I killed tons of risen with “come here” vocal on 1 vs 1 situation, only like 1% i will got surprised by unspotted foe and it is always a new spawn foe. In GW2, player skill doesn’t necessary means the use of weapon skill and utility skill, spotting, routing, using environment advantage are also matters. If OP is facing this situation constantly, that mean either he don’t know how to pick his routing or he just rush through mobs and pray nobody hit him.
Or turn it on permanently in options. Still, they have a “bad” habit of congregating around the only practical travel paths, at least in Malchor’s Leap. Heck, at least one of the waypoints in that place is found half way up the side of a ruin.
And talking about M’s Leap, i wonder how many times i have had to double back because what looked like a clear way forward ended in a blind alley around the next bend. And by the time i have turned around to look for a new path, hello respawns…
The CC chaining is just one aspect of Orr. Others are things like waypoints that get overrun minutes after you clear them, and a map that is virtually useless because so many paths go under or inside ruins (with at least a couple of 90 degree bends while inside just to really mess with any sense of direction).
The place would be hard enough to navigate without having to deal with long range aggro from rapidly respawning mobs. The abundant CC is just the cherry on top…
I’ve posted this in other threads but I have to say it fixes so many problems. PTR.
If there were one for this title there would be sooooo few problems right now.
There’s also this tendency I’ve noticed to see a repeat of the mistakes made by other mmo devs years ago. It’s so weird seeing history repeat itself so blatantly. I mean why do you guys think that in other titles a skill that removed a stun was given a few seconds of immunity from stuns entirely? For this very reason. The fact that this is so bad that it even extends to PVE shows how seriously flawed this is.
I used to have issues with stuns, now I use stun breakers, no more issues. You can change your utilities for a reason, different situations require different approaches.
If an enemy type is exceptionally dangerous in large groups, grouping them up is a silly idea right?
If you REALLY want to group up a bunch of stunning mobs, bring some stability. Just like you bring condition removal to condition spamming situations.
@Tigirius In gw2 you can dodge for immunity to further stuns after you use your stun breaker (use a hotkey not the double-tap)
If you REALLY want to group up a bunch of stunning mobs, bring some stability.
Well, for example engineers don’t have a reliable way to get stability. And they have a lot of AoE damage and thy need to kite mobs, so it tends to drag more mobs into fight.
Really, people who don’t understand that the game is not revolving around warrior\guardian are kinda frustrating. They ruin every thread with their “meh just faceroll pve is easy” posts.
If you REALLY want to group up a bunch of stunning mobs, bring some stability.
Well, for example engineers don’t have a reliable way to get stability. And they have a lot of AoE damage and thy need to kite mobs, so it tends to drag more mobs into fight.
Really, people who don’t understand that the game is not revolving around warrior\guardian are kinda frustrating. They ruin every thread with their “meh just faceroll pve is easy” posts.
And like i tried to point out earlier, the open world aggro system have a “feature” where if you aggro one you risk aggroing others within a certain range of the same kind. You can try it out on centaurs for instance. Aggro one and you get anyone else of them within a certain range on you.
Meaning that taking them out one by one is not always a option thanks to game mechanics. Never mind that, thanks to what looks like a broken respawn system, if you take long enough to do them one by one, the first one will have respawned by the time you take out the last one. End result is that you may be stuck in the same location taking out mob after respawning mob and not get anywhere.
And if you do advance you may have picked the wrong hallway or similar and have to double back, oh hey there they are again.
In the end, it’s not about can I build for it, or not. It’s not that I’m adverse to learning from my mistakes and making adjustments. I don’t mind having to account for CC in my build while I’m in Orr. To me, it’s all about “good learning experience” vs “bad learning experience.”
A good learning experience would be being able to recognize my mistake quickly after making it, retreat with my tail between my legs, and then go make an adjustment to avoid it. Even dying because I was CC’d too often, even though I put up a chance, that’s fine with me.
A bad learning experience is ending up in a position where I can perform absolutely no activity (because I haven’t learned to bring a stunbreak) and therefore having to sit there while I get pounded. (Can’t dodge, can’t do anything.) It’s not “fun” gameplay. And in a game where most of the gameplay has been “fun”, having something come up like this is just incredibly frustrating.
But, the comments in this thread also confirm something for me.:
The only viable play-style in the game is a ranged semi-bunker, kiting enemies, and throwing CC. That may be “L2P” and “make an adjustment” to you. To me, that’s just lack of balance.
Uru Kalach (80-War)/Kalthin Leafletter (80-Rgr)/Kalfun Gai (72-Guardian)
Leader – An Unexpected Kinship (AUK)
The most likeable fix I’ve seen as far as mmos go that deals with stunlock, is if you get hit, say 4-5 times in a row, you have a small window of invulnerability against knockdown for like a few seconds. Really hope they at least have something along the lines of altering the way how Orr enemies are, because they’re by far the worst when it comes to things like this.
It’s more so of the situations that they throw the player in. There was one event for example, where you have to escort a vigil team out from this cave. Problem being, is that it’s highly annoying, because it throws you up against 4 brutes at once, and within the area there’s a Risen Abomination (which are already annoying as is, cause if they get at least a few hits off of you that Frenzy skill combined with them not being affected by CC), so that right there spells trouble, no matter how many anti-stuns you have. Specifically for Risen Abominations, I feel that they shouldn’t have the ability to spam stuns back to back.
It relates basically to it’s you vs at least 2+ enemies more so often in the later levels of enemies that have more CC abilities.
(edited by Kagosin.8521)
Imho Orr is annoying and ugly. But, nowadays (guardian) I don’t die. Trick is anticipating when to dodge, keeping your health skills for the moment when needed and I have a shout with a 30s cooldown that makes them unable to nock me down. Stun is not so much a problem as the pulling, chaining and nock downs.
I believe they want us to party up and they didn’t want running. However with constant contested waypoints & the fact that almost everyone solos this game makes it that things are not like the devs imagined.
(edited by beren.6048)
Imho Orr is annoying and ugly. But, nowadays (guardian) I don’t die. Trick is anticipating when to dodge, keeping your health skills for the moment when needed and I have a shout with a 30s cooldown that makes them unable to nock me down. Stun is not so much a problem as the pulling, chaining and nock downs.
I believe they want us to party up and they didn’t want running. However with constant contested waypoints & the fact that almost everyone solos this game makes it that things are not like the devs imagined.
yes, i believe what you said is close to the reality.
But i solo with my ele, mesmer, warrior and guardian i don’t really ran into this stun lock issue. And i don’t bring a lot of stun break skill either.
If you REALLY want to group up a bunch of stunning mobs, bring some stability.
Well, for example engineers don’t have a reliable way to get stability. And they have a lot of AoE damage and thy need to kite mobs, so it tends to drag more mobs into fight.
Really, people who don’t understand that the game is not revolving around warrior\guardian are kinda frustrating. They ruin every thread with their “meh just faceroll pve is easy” posts.
Engineers have elixer S, which should be your go-to stunbreak for any PvE situation where you might be chained. It’s 3 secs of evasion on command plus a stunbreak. my engineer likes the rocket boots for the same pupose, as I put it in the same slot as roll for initiative on my thief, and the two skills have similar behavior so its very intuitive.
First stun>ElixerS>Watch remaining mobs waste stun.
Pretty much all classes have one or more reactive utility slot stunbreaks with stability, evade, or a build in reposition specifically to avoid getting chained. Here’s a quick list of the all-stars, but others exist that require a bit of setup, or need to be followed by a dodge. The listed skills are literally no-brainer avoid stunlock buttons which are effective versus any foe in the game.
The notable exception is Necromancer, who needs to enter stability-traited death shroud, or dodge following one of their stunbreaks. This is a bit unfair on the necro end of things as their only reliable panic button requires the use of the wurm, but considering the combos necros can pull on their existing stunbreaks giving them a one-button stunlock avoider may actually be unbalanced.
Thief
Roll for Initiative (Stunbreak and double distance backward dodge)
Shadowstep (Stunbreak+teleport, combos to another stunbreak+port)
Engineer
Elixir S (Stunbreak and 3s evade)
Rocket Boots (Stunbreak and backward leap)
Mesmer
Decoy (Stunbreak+Stealth+Clone)
Blink (Stunbreak+Teleport)
Mantra of Concentration (Stunbreak+2s stability+You can use it twice in a row)
Elementalist
Armor of Earth (Stunbreak+6s stability)
Lightning Flash (Stunbreak+Teleport)
Mist Form (Stunbreak+3s Invulnerability)
Ranger
Lightning Reflexes (Stunbreak+Back-leap)
Warrior
Balanced Stance (Stunbreak+8s Stability)
Guardian
Stand Your Ground (Stunbreak+5s Stability)
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ
How about those annoying Reef Drakes that pull you into your aoe and then stun you for 5 seconds?
I mean, seriously, why can’t it be 1 second. Why does every stun and their mother last as long as said mother has been alive?
I often pull anywhere between five to eight mobs no problem…. I still get knocked around a bit but I know I deserve it when I pull that kind of stunt, I’m not even in full exotics. I still don’t have a huge problem with it, even with the Putrifiers and I’ve never been chain stun locked by the Abominations or Brutes more than twice in a row from memory because you don’t even need to dodge out of the way half of the time! You can just walk around them, it’s this bloody great long telegraphed attack that uses the same skill effect every enemy since Queensdale has been using.
Often, the Putrifiers (the ones that pull you) execute their pull move as their first attack or there abouts, you can stop it really easily by using a block/dodge/stability etc just as you agro them and as I said before, the abominations are really easy to avoid, just keep on the move and for the love of pies, bring a stun breaker.
Just another thing I thought I’d mention, I, too, vaguely remember them mentioning that all builds would be viable. I don’t remember them saying, ‘In ALL situations’, I imagine very few builds would do entirely well with four or five (or more?) knockdown enemies as you mentioned. Expecting every build to faceroll more enemies than you can handle and then transfer responsibility to ArenaNet because you character died seems a little, if you’ll excuse me, juvenile. Every build will have a cut off point as to how much it can handle and to think otherwise would be foolish. You may actually have to alter a skill here and there in your build to help survive, you may even end up liking it better. I had to do the same and now I like my new build better.
It’s a matter of getting used to how everything works there mate, I don’t think jumping on the forums, saying people should lose their jobs over this and then not even trying to listen to people who clearly have an easier time handling it than you do is hardly fair. Frankly, I’m a little confused as to how you rounded up so many knockdown enemies in the first place. Yeah, a long stunlock can suck but there’s gotta be something you’re doing wrong there, “Shake It Off” and/or “Fear Me” tend to work well around there, I’ve watched my wife play glass cannon warrior around there and I’m usually pretty amazed and the crap she manages to pull. I’ve even done a few things I shouldn’t really have been able to do in MF gear.
Anyways, I think that making bold claims and then sticking your fingers in your ears and yelling LALALALALALA at anyone who begs to differ isn’t going to get you very far when there’s plenty of people here offering advice.
Kaimoon Blade – Warrior
Fort Aspenwood
The abomination’s stun attack is advertized better than Coca Cola. If you are getting hit by it then you need to re-think your defensive strategy. If you insist on standing next to a bandit holding a bomb, after he has obviously just planted one at your feet, then you deserve to reap the reward.
How else are they supposed to add difficulty to the game, beyond increasing mob damage and health, which is quite frankly a dull approach. I want mobs that make me feel like I could be fighting a player (as best as they can anyway), not some iron golem that soaks up my damage for the next 15 minutes and hits like a truck full of TNT.
Give me stuns/knockdowns to avoid/recover from. Throw blinds and fears at me. If I am unskilled enough to avoid or cure them, then I don’t deserve to pull 4+ mobs. Seriously, if you are struggling at this, then learn to take on 2-3 of these mobs before going out of your depth.
The mobs in Orr are supposed to be challenging, and not supposed to be easy to defeat in large groups. That is the entire point. So please, if you are getting stun-locked by 5 abominations, stop pulling 5 abominations.
I’ve completed these maps on four characters, and didn’t find them particularly hard. I play with an awareness of my surroundings. That’s not to say that I sit and wait for an opportunity to pull mobs one by one or anything like that. Most of the time I just decide where I’m going next on a map, and head there killing things as I go.
I did this solo pretty much the whole time. I recall on one character someone asked for help with a skill point so I helped, then we grouped and did about 1/3 of the map together – that was much faster, and much much easier.
I guess I just don’t get where the complaints are coming from. But I’m entitled to my opinion. Maybe my tolerance level is just higher than some, just like I’m sure my playstyles are.
I have 5 characters at level 80 with full exotics(yeah had a lot of free time in november+december). I 100%ed all the orr maps almost entirely solo and the only time I died there was when I rushed in solo to a 8+ group of mobs during some DEs. So the CC is not broken. It is more than manageable.