Is there too much CC?
Yes. Absolutely. But nothing is going to change, I can tell you that.
Yes, and it’s very apparent when you invuln onto a mid point.
The dragonhunter alone have enough CC to make up for a pre-HoT team.
Yes, there is WAY too much CC, especially AoE CC, and then random stability procs given out like they are skittles.
AoE CC skills should be VERY rare and have very long CD’s, even if they are just a daze. Instead, you have TONS of CC skills on low CD that also give AoE stuns/dazes all over HoT specs.
Increase CD’s quite a bit, or decrease radii/ make stuns single-target, while also putting heavy CD’s on all that free stab.
who else loves having a warrior walk up to then, stun them, headbutt them, skullgrinder them, all while they can do absolutely nothing because they screwed up a single dodge
I love 12 seconds of CC
Good to see I’m not the only one who thinks this is disgusting lol
This and class stacking (though I can understand the latter, if they limited it to one per class per team the Q times would be even more horrible…) basically kill off my desire to play PvP at all. I did one ranked game this season and that was just to get my free sapphire rewards.
I’m not sure why the balance team thinks more is better, when in this case it really isn’t, especially considering both CC and especially stability distribution are so uneven it’s ridiculous.
Yes there is way too much CC atm especially low cooldown AoE CC, For example Revs staff skill should knockback the first person it hits ONCE, not repeatedly knockback every target it hits over and over. Don’t even get me started on DH’s traps. Heart of Thorns Elite Specs basically decimated any balance pvp had and pvp wasn’t exactly balanced before Heart of Thorns came out. All CC and Condi’s need to be heavily nerfed imo.
Yes; both CCs and stability uptime need to be toned down. And preferably stability should be changed back to its old mechanics once that has been done.
who else loves having a warrior walk up to then, stun them, headbutt them, skullgrinder them, all while they can do absolutely nothing because they screwed up a single dodge
I love 12 seconds of CC
That’s all atleast avoidable,unlike the kitten ton of aoe cc’s in this game
I disagree.
This is the core of pvp : attacks which are not just damages/conditions, and counters/defenses which are not just heals/purges.
The less cc there is, the more it turn into a damage contest, and there is already pve for this.
Obviously, there is a lot of (differents) cc because there is a lot of (differents) counters, and this is perfect like this. GW2 PvP is different because of this, and I really love this system. There is already 1000 mmo where pvp is primarily a damage contest, which I can’t play anymore after GW2.
Curious on everyone’s view on the amount of CC (and stability) currently in the game. Is it too much, is it fine?
Imo it feels like it’s way too much as you can spam CC and don’t really have any meaningful negative impact if you miss one or two/target gets stability, at the same time there’s things like stability on dodge (scrapper, rev) which are apparently ANet’s way to counter the immense amounts of CC in the game.
IMO both CC and stability should be something that’s not handed out left and right, but instead be tools you have (rather) infrequent access to, being required to use them just in the right moment to secure a kill/rezz/not die/etc., instead of just throwing it around like it’s nothing.
Does anyone feel the same or am I just being “weird” here?
Yes, there is too much CC. Too much AoE. Too much of everything. The game was in a much better state about 18 months ago. But nothing will change, except when they release the next expansion that features even more CC.
Yes too much cc stacked
Revs and DH are stupid
https://www.reddit.com/r/GuildWars2PvPTeams/
The current amount of CC might be ok if builds actually had to sacrifice something to get it. If it was a matter of CC vs damage vs suvivability trade-offs then things might get interesting. But instead right now it feels like many classes easily bring a lot of CC, good suvivability, and decent damage all at the same time.
Yes there is far too much CC in GW2. Each class should have 1 CC on a 30 to 60 second CD. The less control you have over your character, the less the game becomes about skillful gameplay.
The current amount of CC might be ok if builds actually had to sacrifice something to get it. If it was a matter of CC vs damage vs suvivability trade-offs then things might get interesting. But instead right now it feels like many classes easily bring a lot of CC, good suvivability, and decent damage all at the same time.
This. There is not too much CC, but there is too much CC that doesn’t cost anything (damage, sustain, mobility, etc).
Astaxanthas (Revenant), Hepaticus (Engineer), Eosinophus (Thief)
The current amount of CC might be ok if builds actually had to sacrifice something to get it. If it was a matter of CC vs damage vs suvivability trade-offs then things might get interesting. But instead right now it feels like many classes easily bring a lot of CC, good suvivability, and decent damage all at the same time.
This. There is not too much CC, but there is too much CC that doesn’t cost anything (damage, sustain, mobility, etc).
Very true, a good example of what cc’s should be is the PBR , it offers a good knockback with an ok cooldown, but it offers little damage value and it requires to be melee in order to achieve it, his toolbelt offers a solution to the melee and damage issue, while not feeling so broken at all