Crowd Control got out of of hand

Crowd Control got out of of hand

in PvP

Posted by: HeadCrowned.6834

HeadCrowned.6834

In my opinion the flood of crowd control abilities are bad for spvp. Ofc it depends on which builds you have around in a match, but some matches can be so crazy. I am not talking about a specific class. I play necro, and I rely on CC-abilities heavily, but still I think the amount of cc-abilities available should be reduced in general. I was wondering what the rest of the community thinks about this, but all the stuns, fears, pulls, etc. make the game less interesting if you ask me. Especially if some CC-abilities are hard to counter, such as mesmer pull out of invis or necro passive fears. At the beginning the amount of CC was lower, because many builds evolved the last year to a more CC’ish build (turret engis, condi/fear necro, immo-stacking, etc.). What do you guys think?

Crowd Control got out of of hand

in PvP

Posted by: Dondagora.9645

Dondagora.9645

Control is one of the three branches of the ANet Holy Trinity, so I think there should be a good amount of it. Instead, I think buff the underused Support branch in order to balance the game out.

Crowd Control got out of of hand

in PvP

Posted by: Ralkuth.1456

Ralkuth.1456

Control doesn’t make the game less interesting, in my opinion.
You can be incredibly opportunistic with your control skills and make comebacks and plays.
If you remove or dampen CCs, classes that have fewer stunbreaks and classes that have fewer controls but more damage options will be indirectly buffed.
It would be even more of a spamfest than before, I think, because everyone’s going to attempt to burst down the other team faster.

5 useless class titles
Carrying enemy team since 2012
“Multiclass implies you can actually play the class” – a certain royalty

Crowd Control got out of of hand

in PvP

Posted by: manveruppd.7601

manveruppd.7601

Control is a crucial part of the game, but I think as it currently is soft CC (cripples, chill, weakness, blind) is very underpowered compared to hard CC (knockbacks/knockdowns, immobilise, fear, stun, daze).

I personally prefer that there was more soft CC and less hard CC in the game, for two reasons:
1. it’s less frustrating to play against, because even when you’re chilled, blinded, and out of endurance, you still have control of your character and can do something to save yourself. When you are locked down by fears or knockbacks continuously, you lose control of your character for extended periods of time, you have two choices: disengage (and only a very few skills in the game let you break stun and safely get out of combat), or take your hands off the keyboard and wait till you die. It’s not a tactically interesting choice, and it’s frustrating to be at the receiving end of it.
2. Soft CC usually only shuts down part of your abilities. The only exception is weakness which slightly debuffs both your offence and your defence. It’s therefore more important that you choose when to use it, giving the player more tactical choice and decisions to make. Conversely, because it doesn’t shut you down completely, the player on the receiving end has a choice between blowing a cleanse, or just sucking up the debuff and using a different part of their toolset. It’s more interesting to play both with and against soft CC, and, unlike being stunlocked, doesn’t “take your hands off the keyboard” for extended periods of time.

A bad necromancer always blames the corpse.