No DRs on CCs like Knockdown?
I didn’t know there was DR on cc in Dota2 or HoN either. Those games are failures though last I heard.
@ quatre, you will find ways to deal with this a bit. First off, at least one of your three abilities that you slot should be a stun break, also dodging CC is important.
Otherwise, yap, you will be pwnt by cc.
If its any consolation, you wont last long enough against good teams if they can chain CC you to worry about diminisn returns.
So, in conclusion, stun break abilities protect you. Careful when you use them on knockdown, you gotta wait till your on the ground securly.
The CC is so short though that it doesn’t really matter. Right now mobility dominates CC in the meta. You can’t keep people down for anything. At one point I used to rock WvW with a hammer warrior but then everybody started getting used to the long build up of hammer attacks (Backbreaker mostly) and that ended.
The only time it really matters is in PvE boss fights but ANet can directly control those so they can set them up however they want. Anyway, with the weakness of CC in the PvP meta I don’t think diminishing returns are justified but personally I’d love to see stronger CC with diminishing returns.
One stability boon to rule them all.
Stuns and all CC really are generally short duration so DRs aren’t really necessary.
What is problematic however is that certain Weapons like Hammers for example will give someone 2-3 abilities to stun somebody. Add some appropriate utility skills and some professions can stunlock you to death without a stun-breaker.
Not fun.
It can feel out of hand sometimes, especially since every single profession can build for at least decent cc. No diminishing returns on CC is also one of the things making guardians practically mandatory in top-tier teams, since guardians have by far the best ability for giving allies stability.
I don’t think it’s really possible to change, though—most cc combos are something like immobilize+knockdown+stun. I suppose an immobilize could trigger DR, but that seems excessive. Burst is high enough that even when someone gets “stunlocked,” it’s usually just an immobilize and one or two other cc skills. It would take a huge level of DR to effectively change that.
I think the best solution is to change the underperforming professions’ access to stability. Some common complaints about the weakest classes are that they have sub-par access to stability. Necros have stability as a grandmaster trait down a pretty bad traitline. Engineers have only one skill that gives stability, and that’s a 50/50 RNG on a 60-second cooldown. Rangers can get stability only from an elite. Warriors can get stability but it’s difficult for them to include it as one of their utilities.
And viola, there’s a summary of the four least-played (probably) professions in paid tournaments. I think we can solve two problems at once here.
Necros are always needed in paid tournaments.