CC needs a cap
My opinion is that we need diminishing return on CC.
I would suggest a middle ground, where if your abilities went on cooldown due to a CC/interrupt, it will only be possible to happen at the first CC. So at the second CC you can still be thrown off or w/e but you would be able to use your abilities right away since the opponent didn’t wait for the first CC to finish. Effectively at a second mistimed CC your abilities become stunbreakers for simplification.
Consigliere
The Dragoon Brotherhood
Or break out of CC using Endurance!
Who said you couldn’t learn something from ESO.
http://www.youtube.com/user/ceimash
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Or break out of CC using Endurance!
Who said you couldn’t learn something from ESO.
yes this is something i have seen in other games. in wildstar you can press keys to get out of knockdowns or use a dodge to break out of a stun.
CC spam is a bad mechanic that can’t be removed, they can only give more stability and probably nothing else.
Imo classes needs more stability and stunbreakers then some DR on CC. Dodge as stun breaker is also really good idea but lets say its consume whole endurance not just half.
Tekkit’s Workshop
CC spam is a bad mechanic that can’t be removed, they can only give more stability and probably nothing else.
it could be removed if they wanted to.
just make the pvp versions of each CC skill apply a stack of (edited for pvp) “Defiant” to the target.
PVP Defiant: reduces the duration of all Stun, Fear, Daze and Immobilize by 33% for 5 seconds, stacks in intensity, at 3 stacks defiant is removed and replaced with 5 seconds of stability.
since you can’t alter the duration of knockbacks and knockdowns this would atleast mean that after 2 CCs the player can’t be knocked or CCed for 5 seconds.
CC spam is a bad mechanic that can’t be removed, they can only give more stability and probably nothing else.
it could be removed if they wanted to.
just make the pvp versions of each CC skill apply a stack of (edited for pvp) “Defiant” to the target.PVP Defiant: reduces the duration of all Stun, Fear, Daze and Immobilize by 33% for 5 seconds, stacks in intensity, at 3 stacks defiant is removed and replaced with 5 seconds of stability.
since you can’t alter the duration of knockbacks and knockdowns this would atleast mean that after 2 CCs the player can’t be knocked or CCed for 5 seconds.
i think stuff like that would solve many problems and increase the skill behind CCing enemies as you cant “overCC” a target or it will simply get stability and you messed it up.
What? You don’t like being heavily stunlocked? I guess not. I personally hate it myself. Either a cap or diminishing returns would be fine.
Diminishing returns on CC or a cap would probably be useful in GW2, since cooldowns are generally very short and there are no resource costs.
However, “get-out-of-jail-free” cards are already running somewhat rampant. It might be wise to increase cooldowns or reduce effectiveness of some of those escape cards while nerfing lockdown.
Just stop with the stacking CC, and don’t allow things like stuns to apply to an already stunned target. No more free “I kittened up but it doesn’t matter l0l” cards, but make it so attackers can’t just roll their face over the keyboard and stunlock you.
I don’t think we need DR, or any caps on CC. However, CC should not be hitting hard. At all. If a warrior is stun locking me, I shouldn’t also be taking a ton of damage from the hits that are stunning and knocking back. Same thing with necro fear, this should not be hitting hard at all. It’s this concept that a lot of abilities fall into: they do too many things, so it’s very effective to just use them whenever.
By removing damage from CC it becomes more of a choice to use it. It becomes less of “well i’m just going to spam my abilities because they all do damage anyway,” and more of “well I can use this CC, but how can I, or my allies, follow up on it?” Because if I use a 1s stun that does no damage, then I’m wasting my time if I’m just randomly using it. However, if I use a 1s stun that does a ton of damage, then I can just be mindlessly spamming it whenever it’s up. It won’t be optimal, but it’s good enough. And this is the core issue with the game. All these builds that are played mindlessly are extremely effective. Unfortunately the solution that anet implements will be something like “here, we added stability/stun breaks to random skills so you can deal with the CC” instead of addressing the issue because that’s just how they work.
Also, it’s a bad idea for CC to ‘stack’ because it just adds to the mindlessness that is GW2.
But now they’re hating cause a brotha finally got some buzz
www.twitch.tv/Follidus – Team Absolute Legends
I don’t think we need DR, or any caps on CC. However, CC should not be hitting hard. At all. If a warrior is stun locking me, I shouldn’t also be taking a ton of damage from the hits that are stunning and knocking back. Same thing with necro fear, this should not be hitting hard at all. It’s this concept that a lot of abilities fall into: they do too many things, so it’s very effective to just use them whenever.
By removing damage from CC it becomes more of a choice to use it. It becomes less of “well i’m just going to spam my abilities because they all do damage anyway,” and more of “well I can use this CC, but how can I, or my allies, follow up on it?” Because if I use a 1s stun that does no damage, then I’m wasting my time if I’m just randomly using it. However, if I use a 1s stun that does a ton of damage, then I can just be mindlessly spamming it whenever it’s up. It won’t be optimal, but it’s good enough. And this is the core issue with the game. All these builds that are played mindlessly are extremely effective. Unfortunately the solution that anet implements will be something like “here, we added stability/stun breaks to random skills so you can deal with the CC” instead of addressing the issue because that’s just how they work.
Also, it’s a bad idea for CC to ‘stack’ because it just adds to the mindlessness that is GW2.
Even if doesn’t hit hard it still bad. 1 person stunlocking you while the other is dealing damage. They should just give 1 sec of stability every time you get CC’ed.
Even if doesn’t hit hard it still bad. 1 person stunlocking you while the other is dealing damage. They should just give 1 sec of stability every time you get CC’ed.
Ok, but then you can have a teammate doing damage to either of those people too. Or you can have that person helping to support you.
This would be a small change, and sure it might not be enough, but this is how you fix core issues. By doing a complete rehaul on the system by adding DR you’re changing things so incredibly much that we don’t know what the game would be like. This is how some of the issues the plague the game came to be in the first place. People complain about balance being a slow process, but the game is at it’s worst when anet changes things drastically (ex. the necro patch).
The way the game is now, if you give 1s of stability after each cc, you’re just promoting this bunkery playstyle because it will be impossible to chain CC. Chaining CC is not a bad thing when done right.
For example, lets look at bunker guardians. They can bring lots of small CC to the table that does not do a ton of damage by itself. If you want to do a ton of damage with this CC you have to bring someone else to follow-up with burst during the CC. The most common bunker guardian build on NA involved 2 immobilizes, 2 knockbacks, and a ring that you can’t cross without stability/immunity. You can use these to make CC chains so your allies can burst people. It gets even better when they bring CC of their own, and they can help you. This is what makes abilities like Dragon’s Tooth viable beyond cleaving downed bodies.
Or lets even look at a trap ranger. I can have 2 pets that do a 2 second stun, and either a 2 second fear or immobilize. I also have a 1 second shortbow stun (if I position myself accordingly), and have a small immobilize on one of my traps. I can chain all this together for a long CC chain, but it’s hard to do. When you can pull it off, there’s a lot you can do within that time frame. However, it all has a cast time with clearly visible animations except for the shortbow stun (which has a positional requirement). While one person doing all the CC isn’t a perfect world, this is a CC chain that’s done well in comparison.
Now how often do you see either of these examples? Hardly ever, because it’s something that takes planning, takes effort to coordinate. It’s a lot easier to just run around spamming buttons, and unfortunately it’s pretty effective too.
But now they’re hating cause a brotha finally got some buzz
www.twitch.tv/Follidus – Team Absolute Legends
I don’t think we need DR, or any caps on CC. However, CC should not be hitting hard. At all. If a warrior is stun locking me, I shouldn’t also be taking a ton of damage from the hits that are stunning and knocking back. Same thing with necro fear, this should not be hitting hard at all. It’s this concept that a lot of abilities fall into: they do too many things, so it’s very effective to just use them whenever.
Unfortunately I don’t think ANet is ready to actually buff Necromancer damage if they take away Terror. All that’d happen is they’d get rid of it, and then tell us to suck it up because its “one of the strongest traits in the game” (yes I’m still bitter about Putrid Mark).
And CC would still need to not stack. Its still far too easy to perma lock people in stuns, and even if you aren’t dealing damage the rest of your team will kill them. Not to mention that any loss of damage on CC skills will result in damage being added to non-CC ones.
and it should’ve been like this from the start. pvp needs a similar thing like the buffs pve bosses get when they have been CCed.
add an anti-cc buff each time you’ve been CCed for 3-5 seconds. wait 3-5 seconds before you can CC again or waste 1 CC to get rid of the buff.
not every class has access to stability and many classes who have it dont get a long duration anyway.
another problem is when you get the CC of more than 1 class.
2 Hammer warriors? good luck to dodge all the attacks! 2 s/p thiefs? eat those pw tele combos! 2 nightmare necros? dont even bother using stun breaks or condi cleanse as it wont matter anyway…
2 hamm warrs…you can dodge most of their attacks wich will be on a 20 – 30 sec cd afterwards..all if not most classes have acces to stability,invulnerabiility’s and blocks aswell.Youre asking for smthing that would completely destroy a hamm warr.
PVP Defiant: reduces the duration of all Stun, Fear, Daze and Immobilize by 33% for 5 seconds, stacks in intensity, at 3 stacks defiant is removed and replaced with 5 seconds of stability.
since you can’t alter the duration of knockbacks and knockdowns this would atleast mean that after 2 CCs the player can’t be knocked or CCed for 5 seconds.
i like this idea very much but would remove daze
(edited by Romek.4201)
and it should’ve been like this from the start. pvp needs a similar thing like the buffs pve bosses get when they have been CCed.
add an anti-cc buff each time you’ve been CCed for 3-5 seconds. wait 3-5 seconds before you can CC again or waste 1 CC to get rid of the buff.
not every class has access to stability and many classes who have it dont get a long duration anyway.
another problem is when you get the CC of more than 1 class.
2 Hammer warriors? good luck to dodge all the attacks! 2 s/p thiefs? eat those pw tele combos! 2 nightmare necros? dont even bother using stun breaks or condi cleanse as it wont matter anyway…2 hamm warrs…you can dodge most of their attacks wich will be on a 20 – 30 sec cd afterwards..all if not most classes have acces to stability,invulnerabiility’s and blocks aswell.Youre asking for smthing that would completely destroy a hamm warr.
earthshaker has a cooldown of 10 seconds. 2 hammer warriors can use 6 stun/knockback skills. some of those skills can hit up to 4k which is a complete joke if you get stunlocked. you also want to avoid some of the longbow skills and no, not every class has good access to stability.
stop trying to defend broken stuff which needs to be fixed.
furthermore im not only talking about warriors but also fearchain necros and decap engis.
a cap on cc would also make skyhammer more bearable.
CC spam is a bad mechanic that can’t be removed, they can only give more stability and probably nothing else.
Stability is not the way to go. Who wins then? The one with most stability buffs…