I won’t rehash the popular complaints about the state of high tier PvP (and really in most tiers) and the tendency for teams to stack nigh-unkillable bunkers to engage in boring stalemates. It’s true and it’s widely known. While there are changes and a “balance patch” upcoming, it is important to understand that tweaks to survival might not fix things.
I am going to write largely negatively of disabling effects, also known as “hard cc,” in this post. As background, I have never liked stunlock builds — either playing against them or as them. Back when I played the big one, I didn’t really enjoy PvP as Rogue, because I knew that if I won it wasn’t that I outplayed you, it was because for 5 or 6 seconds at a stretch you weren’t playing the game. It’s little different from knocking the controller out of your hands. Now, I think there absolutely is a place for interrupts, and if in GW2 those take the form of short dazes and the like, that’s fine. But long lockouts are a different story.
For me, there is nothing more frustrating than loss of character control. I understand that not everyone may agree, and that’s fine; the fact that it’s not “fun” for me is not the premise.
Now, a lot of people have suggested that the rise of the bunker is due to the new elite specs being able to dish out a lot of damage while still sustaining, such that you need to have sustain in order to play. This is partly at fault, but I propose that the real culprit is the surfeit of disabling effects (or “hard cc”) that entered the picture with the arrival of HoT, and the consequent ability to chain it together. Because it is so easy, especially in a team fight, to be locked out of skills, evasion, and movement, it becomes necessary to build in such a way that you can survive this inevitability.
My personal record — at least that I bothered to note — is eleven seconds of being disabled (testament to every build’s tankiness that I actually survived those 11 seconds, though I did die shortly thereafter). That’s 11 seconds wherein I could not cast skills, and for most of it I could not move as well. I’ve been on the giving end of brutal cc-chains, too, so I know how easy it is to pile on once a person is hit by the first one.
I’m not going to make this even longer by showing all the numbers (though I can if people need to see it), but I went through and counted up all the disabling effects in game before and after HoT, making note of their usage and cooldowns. I had to make some decisions, such as whether to count passive hard cc (like Guardian lines or Shocking Aura) and how to consider cc within a skill (like the Rampage kit). In the end, I counted everything.
Naturally, the fact that there is, say, a Pull and a Daze on an Ele’s Earth Shield isn’t really important for PvP purposes, and it would be disingenuous to count that the same as Gust, so I looked especially at the cc options of the most popular kits, before and after, going by what I’ve encountered personally, what I read/hear about, and what’s on metabattle. (Yeah, yeah, get the bug out of your nose about metabattle. It’s a resource. If people follow it blindly, that’s their problem. Don’t blame the bar for the alcoholic.)
Here’s a quick comparison (table formatting is not working, so I’m just going to list Profession/Old/New/And what I counted):
Gua / 1 / 7 / 2 wpn, 1 prof mechanic, 2 util, 1 elite, 1 trait
Ele / 2 / 4 / 2 wpn (staff and d/f), 1 prof mechanic (in Air), 1 elite (in Air)
Eng / 4 / 4 / 1 wpn (plus combo), 2 util, 1 elite
Mes / 4 / 4 / 2 wpn, 1 prof mechanic (up to 4 hits), 1 elite (3 hits)
Nec / 3 / 5 / 2 wpn, 2 prof mechanic, 1 elite (plus randomized corruptions)
Ran / 5 / 7 / 2 wpn, 1 pet, 1 prof mechanic, 2 util, 1 trait
Rev / x / 3 / 1 wpn, 1 elite, 1 trait
Thi / 3 / 3 / 1 wpn, 1 prof mechanic (traited, +guard steal), 1 elite
War / N/A
The above omits two important factors: First, the very short cd’s on many of the new skills, and second, the AoE nature of many of them. This is where the problem compounds. I also looked at the skills added in HoT for the elite specs. Unsurprisingly, with Wells, Shouts, Glyphs, and more, there is a large number that are AoE. Perhaps the most illustrative example is the comparison between old Death Shroud and new Reaper Shroud:
1: DS: single target; RS: cleave
2: DS: single target projectile; RS: cleave
3: DS: single target; RS: AoE
4: DS: targeted AoE; RS: cleaving AoE
5: DS: targeted AoE; RS: cleaving AoE
The upcoming balance notes mention improving the old shroud. This is what people mean when they talk about “power creep.” RS is functionally similar to DS, just better in every way. Instead of scaling down RS, you are going to boost DS.
With so much cc and AoE, is it any wonder the poor thieves are suffering so much? A profession that relies on not being targeted no longer has to be targeted. You don’t even have to see him to blow him up!
Much of the cc seems to have been included for PvE purposes, to deal with the new Defiance Bar. I’m not really a fan of this; it seems like the thought process was: “Well, there’s no way to stop those bearbows from hitting longbow 4, so instead of encouraging better play, let’s just make spamming cc the right thing to do.” This seems to have impelled the Stability change, too, and while that was disastrous for WvW, it worked in PvP — before HoT. Now it’s a mess.
In sum, PvP is loaded with disabling effects that can be thrown around very easily to disable multiple targets and to keep a single target locked down for a long time. Do you question why bunker Chrono is king? It’s got a short cd, stationary evade; a very good block; and spammable stab. You’ve got to have the self-sustain of a Scrapper, Rev, or Tempest or else the Chrono is going to be rezzing you over and over. Nerf the existing top builds’ survival and people will just migrate to the next best thing.
What’s the Solution?
What other games have done is introduce a mechanic by which after the first instance of crowd control, subsequent applications of cc are subject to diminishing returns. This could work, but to be clear I do not want that and I do not think it is the best answer. Better would be to reduce the duration of existing stuns and dazes, change some AoE cc to single target, and perhaps introduce an icd on loss of Stability stacks.
(edited by Ocosh.5843)