Stability change = Diminishing Returns on CC?

Stability change = Diminishing Returns on CC?

in PvP

Posted by: Zodian.6597

Zodian.6597

So now that stability is changing (no longer blanket), can we expect diminishing returns to finally be added to all hard control skills? I can see a lot of problems with chain stun/knockdowns in 1v2+ situations. It’s already pretty hard to pull off a 1v2 due to the downed state mechanic’s stomp – rez timing ratios. Un-regulated CC vs. a regulated stability seems like it would just give more power the a zerg mentality and make stomping in team fights virtually impossible for many classes. At least add it for sPvP?

Diminishing returns = 1st stun CC’s for full time, 2nd stun CC’s for 75% as long, 3rd 50% as long, ect… down to 1%, all on a 30 second or so timer. So if you’ve been stunned/knocked down 5 times within 30 seconds, all other stuns/knockdowns will just work more like an interrupt.

Neglekt

(edited by Zodian.6597)

Stability change = Diminishing Returns on CC?

in PvP

Posted by: Sorel.4870

Sorel.4870

I agree that stomps and rez are rare these days, but mainly because there are a lot of cele eles and their insave cleaving abilities, and less bunker guardians and their stability. Your idea gas value I think, but would the timer be on the person who cced, or got cced? Because chain cc in party requires coordination and should be rewarded.

For now, the balance is really good, so maybe this kind of huge changes should be avoided. But HoT will change all that, so maybe Anet will make bald changes luke that then.

As I said elsewhere, stability will likely not really get nerfed inspvp. Why should I waste 5cc on someone’s stabilty instead of letting it wear off or strip it? But it will defintely affect WvW zergvzerg fights. Maybe that was the idea?