Pvp class CC
CC is gw2’s answer to no healers. So, bring some yourself to counter theirs. Interrupt their second stun, dodge out of it if you know it’s coming.
Stop being bad, that is the first step. I am getting tired of all the bad PvP players coming to cry and cry and cry…
You don’t like to be stunned? DODGE or bring STABILITY! It is that simple, the problem is YOU not the game.
Alts: Warrior, Necromancer, Mesmer, Elementalist (bunker)
CC is gw2’s answer to no healers.
Wait,what.I thought CC was the answer to healers in the first place since if you let them free-cast noone will die.I think you are a bit confused.
Stop being bad, that is the first step. I am getting tired of all the bad PvP players coming to cry and cry and cry…
You don’t like to be stunned? DODGE or bring STABILITY! It is that simple, the problem is YOU not the game.
Ahh… so with your incredible skill, you’re able to dodge 3 times in a row and break out of all the stuns 2 players can toss at you, then?
Stop being bad, that is the first step. I am getting tired of all the bad PvP players coming to cry and cry and cry…
You don’t like to be stunned? DODGE or bring STABILITY! It is that simple, the problem is YOU not the game.
Ahh… so with your incredible skill, you’re able to dodge 3 times in a row and break out of all the stuns 2 players can toss at you, then?
Mate,just look at his sig and move on,wasting your time here.
CC is gw2’s answer to no healers. So, bring some yourself to counter theirs. Interrupt their second stun, dodge out of it if you know it’s coming.
Actually, as another poster said, this is completely backwards.
In other games, healers are ultimately an answer to CC. You get CCed, you take damage, but it’s ok because you are also getting healed. In this game, you get CCed, take damage, and then die because what minimal support healing there is can’t make up for it.
All in all, there’s no question that CC is far too strong in this game. As I’ve said elsewhere, I come here directly from TOR, which was ridiculed for having supposedly absurd amounts of CC, but it’s nothing compared to what I’ve experienced in GW2. I’m a guy who never, ever thought there was too much in that game. If you weren’t bad about the way you handled the CC, it was not an issue.
The single biggest problem GW2 has CC-wise compared to these other games is that they all had a universal mitigation system. In TOR, you have the resolve system… every time you’re CCed, you build a set amount of resolve, and at a certain amount you become immune to CC. WoW had a diminishing returns system. Etc. Now none of these were perfect, but if you understood them you could do perfectly well.
The most important function of these systems was to manage how CC can affect players in multi-player battles. Every class having some theoretically balanced amount of CC and each class having one or two stun breaks – which is what we’ve seen in every other game as well as GW2 – makes CC in 1v1 combat balance fine. However, it becomes a problem when you have 2 or more people’s amount of CC to dump on a single person… it’s actually one of the very few things that you can’t deal with in an MMO. Even being focus fired can be dealt with by smart use of defensive cooldowns, line of sight, etc. – in other games and this one. CC on the other hand, because it takes control away from the player, is virtually impossible to deal with in a 1 v 2 or more context.
These universal mitigation systems take care of that. Note that I’m not talking about 1 v2s, here, as I know a lot of folks will respond with the far too easy “you’re not supposed to win a 1v2!” I’m just talking about a 2v2, or a 3v3, or heck, even an advantageous bout like a 5v4. Even in such matchups, a single person is susceptible to excess CC. Other games have had systems to eliminate this unfair advantage. GW2 does have stability, but the problem is that it’s not necessarily easy to get, its got a cooldown, and it’s easily countered by opposing teams who can simply choose to chain CCs on a person not showing a stability buff, or even wait until it wears off to chain CCs, knowing there will be no escape for that player.
In this game, you get CCed, take damage, and then die because what minimal support healing there is can’t make up for it.
Allow me to disagree on that.
The self-heal is more than decent for most classes,plus you should have some sort of escaping mechanism.The problem is that when you are chain-CC’d you are also interrupted too easily and,as you have probably noticed,if you tried to use your healing skill you end up with it being on a longer CD than the rest!Which is a bit unfair.
I still think the whole system is alright as a concept,i saw your next post where you mention Resolve.I would also like to mention Unstoppable and Immovable from Warhammer Online,depsite the game having massive gameplay and other issues,these two worked excellent and added a whole new dimension of strategic play in PvP.Even so,it is the amount of burst damage some classes can pull out during those 3 to 4 seconds of lockdown that messes everything up.Some 2v1 fights are not only impossible (to be fair it should be well hard anyway so fair enough) but also annoying since you find yourself on the ground,on the air,immobilised,dazed.All that in a few seconds time.I would love to see the gameplay flowing.
In this game, you get CCed, take damage, and then die because what minimal support healing there is can’t make up for it.
Allow me to disagree on that.
The self-heal is more than decent for most classes,plus you should have some sort of escaping mechanism.The problem is that when you are chain-CC’d you are also interrupted too easily and,as you have probably noticed,if you tried to use your healing skill you end up with it being on a longer CD than the rest!Which is a bit unfair.
I still think the whole system is alright as a concept,i saw your next post where you mention Resolve.I would also like to mention Unstoppable and Immovable from Warhammer Online,depsite the game having massive gameplay and other issues,these two worked excellent and added a whole new dimension of strategic play in PvP.Even so,it is the amount of burst damage some classes can pull out during those 3 to 4 seconds of lockdown that messes everything up.Some 1v2 fights are not only impossible (to be fair it should be well hard anyway so fair enough) but also annoying since you find yourself on the ground,on the air,immobilised,dazed.All that in a few seconds time.I would love to see the gameplay flowing.
In this game, you get CCed, take damage, and then die because what minimal support healing there is can’t make up for it.
Allow me to disagree on that.
The self-heal is more than decent for most classes,plus you should have some sort of escaping mechanism.The problem is that when you are chain-CC’d you are also interrupted too easily and,as you have probably noticed,if you tried to use your healing skill you end up with it being on a longer CD than the rest!Which is a bit unfair.
I still think the whole system is alright as a concept,i saw your next post where you mention Resolve.I would also like to mention Unstoppable and Immovable from Warhammer Online,depsite the game having massive gameplay and other issues,these two worked excellent and added a whole new dimension of strategic play in PvP.Even so,it is the amount of burst damage some classes can pull out during those 3 to 4 seconds of lockdown that messes everything up.Some 1v2 fights are not only impossible (to be fair it should be well hard anyway so fair enough) but also annoying since you find yourself on the ground,on the air,immobilised,dazed.All that in a few seconds time.I would love to see the gameplay flowing.
edit: tell you what though,i think we are wasting our time on this.Strategic teamplay PvP seems like being the least of their priorities,at least at the moment.Might have to wait about a year for that to be fixed.
(edited by Kykeon.8572)
In this game, you get CCed, take damage, and then die because what minimal support healing there is can’t make up for it.
Allow me to disagree on that.
The self-heal is more than decent for most classes,plus you should have some sort of escaping mechanism.The problem is that when you are chain-CC’d you are also interrupted too easily and,as you have probably noticed,if you tried to use your healing skill you end up with it being on a longer CD than the rest!Which is a bit unfair.
I still think the whole system is alright as a concept,i saw your next post where you mention Resolve.I would also like to mention Unstoppable and Immovable from Warhammer Online,depsite the game having massive gameplay and other issues,these two worked excellent and added a whole new dimension of strategic play in PvP.Even so,it is the amount of burst damage some classes can pull out during those 3 to 4 seconds of lockdown that messes everything up.Some 1v2 fights are not only impossible (to be fair it should be well hard anyway so fair enough) but also annoying since you find yourself on the ground,on the air,immobilised,dazed.All that in a few seconds time.I would love to see the gameplay flowing.
edit: tell you what though,i think we are wasting our time on this.Strategic teamplay PvP seems like being the least of their priorities,at least at the moment.Might have to wait about a year for that to be fixed.
I was thinking more of team heals than self heals, which is why I called them support heals. In previous games, part of high level team play meant that when a teammate was chain CCed and focused, your healers gave him special attention and your tanks used whatever mitigation they could to protect him.
In GW2, there is a degree to which teammates can provide healing or damage mitigation to a player suffering from this, but its very minimal and ultimately not enough to consistently make much of a difference.
It’s particularly a problem when some classes have tons of CC against classes who don’t. Pistol Whip, for instance, does incredible damage along with a stun, and it can be used a few times in quick succession. Dunno about you guys, but I bring stability, and a stun break with me, and it’s just not enough. Assuming it isn’t already on CD from a previous fight, a Thief only has to stealth for a few seconds then continue the Pistol Whip spam.
Then there are Warriors, and Guardians, and Engineers. All of them can have ridiculous amounts of CC on a build. Other classes struggle a bit more in getting any kind of CC, especially if they are bringing stun-break, and a condition removal with them. Think it needs to be evened out a little more across the board.
If you cc someone, they can’t damage you. That is how they are meant to replace healers. It doesn’t even have to be you. In teams it is normal for your more cc or support oriented characters to attempt to interrupt or delay an enemy’s burst on you. Not everything is meant to be a 1v1.
The other side of it is that if you can CC someone, you can damage them as much as you like and they can’t stop it. Teammates can stop it to some degree, but that’s a fairly limited degree and it simply doesn’t work out in practice to stopping anyone’s burst very often. Heck, a smart player would use his stability for precisely this: to ensure that he can get his burst off on a CCed opponent, because stability isn’t going to prevent his getting CCed and bursted himself for reasons already elaborated.
And if you use stability too, the issue is moot.
Milo said it all. Nothing else needs to be said on this topic. Other MMOs are far more ridiculous with CCs.
or maybe introduce a buff that prevents you from being stunned that would be great