One simple thing to make PvP way better

One simple thing to make PvP way better

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Posted by: Forsaker.9213

Forsaker.9213

Just give us Diminishing return , that all , no more stun locking wars , no more chain fears , no more spaming stun thiefs etc.

This one thing could make pvp way batter , class like wars , necros had to actualy time stuns/fears , atm its realy not fun to be stuned-dazed-imob-feard-knocked-pushed at the same time. So basicly it will give us more counter play and at the same time will demand from players more skill , discuss.

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Posted by: Vuuh.8254

Vuuh.8254

Just give us Diminishing return , that all , no more stun locking wars , no more chain fears , no more spaming stun thiefs etc.

This one thing could make pvp way batter , class like wars , necros had to actualy time stuns/fears , atm its realy not fun to be stuned-dazed-imob-feard-knocked-pushed at the same time. So basicly it will give us more counter play and at the same time will demand from players more skill , discuss.

kitten yeah, diminishing returns(i prefered the SWTOR version over the WoW one) would be great.
Maybe nerf stability on some classes with introducing that though.

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Posted by: Forsaker.9213

Forsaker.9213

I am not a game designer but i can bet this one change would balance game more then every “balance” patch we had.

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Posted by: Vuuh.8254

Vuuh.8254

Here is how the swtor system worked:
http://taugrim.com/2012/01/04/understanding-swtors-resolve-mechanic/

I think resolve was a better system than the standard diminishing returns in other games cause you had a visible indicator of when you would get immune and when not. And also that CC still had their full duration no matter what so you could still use them to full effect.
The wow way where it last shorter and shorter i like far less.

(edited by Vuuh.8254)

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Posted by: Thedenofsin.7340

Thedenofsin.7340

This is a good mechanic for pick-up groups. For organized team-play, however, it lowers the skill cap.

If the general gameplay feels too ‘chunky’ due to CC, then that’s a sign the game has too much CC in it, and the best solution is to reduce the amount of non-skill based CC.

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Posted by: Duran.3196

Duran.3196

CC is really strong, something that prevents perma-stun / fear / root whatever would be really great.

#ELEtism

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Posted by: Dagins.5163

Dagins.5163

No need for any diminishing returns. You have stability for hard CC, and condi cleanse for soft CC.

Warrior’s hammer should just do less single target damage, not shorter CC. Extra +20% dmg to stunned targets has to be removed, same with +50% crit chance, or at least put the second one to grandmaster tier.

About chain fear – same as above, just remove damage on fear. Fear is supposed to be a CC, not a damaging attack. Child of a power creep.

Pistol whip – remove evade. Right now, you can’t even interrupt it, because the interrupting attack, be it melee or ranged, will be evaded. This is lame and reduces counterplay.

Signed, level 1 alt

(edited by Dagins.5163)

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Posted by: Surferboy.1649

Surferboy.1649

remove evade? sure, why not give thief just 1hp :P
before you remove the evade please just remove the stun.
Seriously, if you remove the evade, s/p is unplayable. Then you will only have d/p thieves. Do you really want that? or will you start crying about all the stealthing thieves then?
In fact, you can dodge that attack so easy, I meet many who just keep standing in front of me, although they aren’t stunned any more and just take the damage. Maybe 1/10 just dodges Pistol Whip as soon as they can. And then they got maybe 3k dmg.
We can’t move with you, cause then we interupt Pistol Whip, it’s not like 100b who can just follow you.

And when we are at nerfing? Why not nerf mesmers? they can jump like all the time, have 5 illusions attacking you and I always have the feeling they can stealth as often as thieves.

BUT, in my view it is pretty good balanced right now. So I’d say, leave it as it is.
There will always be someone who thinks he is discriminated.

The truth is: if you always loose against one class, then you should change something, train more, maybe look at the combos which kill you.
I got killed by every class at least once. With some classes I have bigger problems than with others, but that is because of the way I play, not the balancing system.
Some players are more experienced than me and just know, how I will behave next, so they kill me.
That has nothing to do with a class being OP, just with the person who plays it.

And if you get gangbanged by 3 people, well you can’t use that as an argument against stuns.
The hammer attack of a warrior takes that long, you can easily dodge that if you see it coming.

You really have to reconsider your points, because nerfing one mechanism of a game means, other mechanism will get much stronger. Nerfing one mechanism will destroy builds of classes and by that buffing other classes. The question now it, are the classes which would get buffed so much weaker, that this will get them on an equal level. Or are they equal now and will be overpowered after this nerf?

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Posted by: Iason Evan.3806

Iason Evan.3806

yuck. /nothanks.

Leader of The Guernsey Milking Coalition [MiLk] Sanctum of Rall

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Posted by: Dahkeus.8243

Dahkeus.8243

Diminishing returns is a necessity in some games (ex: WoW), but I don’t think it belongs in GW2. We have too many counters to CC to need diminishing returns.

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Posted by: Rezz.8019

Rezz.8019

This is pretty much like asking to remove interrupts from GW1.