(edited by Warjin.8942)
Time to look at crowd control.
Hell no.
Hell no.
Okay, you will find out, and I play every class, and mainly the stun happy classes, hammer Warrior/Gaurdian and I can tell you this, it is cheap is cheezy with no skill when I get a stun group going, It’s no faun after awhile and lacks personal player skill, I should not faceroll players due to me just chain CCing them, I should be out played, out thought, out skilled.
(edited by Warjin.8942)
You just said “I love how in this game no form of CC last more then a few seconds” yet you want there to be a cool down for CC? Just no, your argument is invalid.
You just said “I love how in this game no form of CC last more then a few seconds” yet you want there to be a cool down for CC? Just no, your argument is invalid.
Yes It is a great concept ,other MMo’s have long forms of CC and is the reason they are broken and never make it to any gaming leagues, however GW2 is almost spot on to becoming a valid MLG and it’s due to it’s short CC among other things, on that note GW2 is the first MMo that I know of that does not have some type of diminishing returns on there CC and I think they might have thought because there CC is so short there was no need for one, but as time goes on players start to use nothing but cheezy tactics to win, call it our gaming human nature, if there is an exploit players will use it and even risk getting ban just so they give themselves the illusion of skill.
A small 1 second immunity to self after being CCed will prevent chain CCing a target for 10 + seconds, so by having a immunity gap of 1 second between each CC will give players a choice to react, you can still chain CC but not all in a roll for 10 seconds flat, chain CC will have to be more strategically placed then mindless spammed.
(edited by Warjin.8942)
Are you talking about something like “diminishing return” that others mmo have, who we won’t say the name bla bla bla pim pum pa?
Are you talking about something like “diminishing return” that others mmo have, who we won’t say the name bla bla bla pim pum pa?
Yeah that game bla bla bla pim pim panda lol
kind of in a way not really, lol more like a immunity for 1 second after each CC to prevent 6 stunners to all CC you and have it stack like might.
just use stun breakers, keep them on your bar and sacrifice some dps if dont want to be chain cced
just use stun breakers, keep them on your bar and sacrifice some dps if dont want to be chain cced
Yeah I play bunker build, just love being a tank-ish character and love my stun breaks, my problem really isn’t CC but how it is executed by multiple players at once and having it stack like a condition or boon,
A single player can have 10 different types of CC that won’t effect anyone because they are bound by global cool down on there abilities, however 10 different players using CC can have it stack like a boon or condition because they don’t respect each others global cool downs, my theory is if we give players a 1 second immunity this will treat incoming CC from multiple players like it would if you where fighting a single player bound by global cool downs and putting a end to mindless CC spamming and endless stun-locking.
i was thinking this today, i usually do well in small group fights, so i thought i could keep a point neutral in hotjoin vs 3 players for a couple of minutes before dying, tying them up there gaining no points. (i was using a pretty bunker-ish setup). But 2/3 of the players where using chain ccs so i got my heal off once, but couldn’t evade most of the time, certainly not all the big spikes that you usually watch for.
But then i thought that this is only really an issue in group fights vs smaller groups right? so i think i’m ok with it, as it makes bunkers less powerful -in other words, 3v1 i think players of equal skill should be able to kill even a bunker in under a minute (~).
so you want to have a chance against multiple players attacking you? 1v3 you want it to even out a little? You know your going to ruin some classes like necro who rely on cc because they can’t chase jack kitten around the map.
so you want to have a chance against multiple players attacking you? 1v3 you want it to even out a little? You know your going to ruin some classes like necro who rely on cc because they can’t chase jack kitten around the map.
It won’t ruin a class at all, all classes are bound by cast times and global cool downs, no class can spam 2 CC’s in under a second, that only happens when you have 2 or more classes using CC at the same time, then the CC stacks and creates stun-locking, having a 1 second immunity after each CC will prevent more then one class from stun-locking you, if anything this will help classes like necro’s, this will help all classes and make for a more enjoyable pvp environment.
(edited by Warjin.8942)
There are so many counters to CC (stab/condi removal)and CC doesn’t last long.
Moreover, a team that coordinates and uses CC well should be rewarded.
There are so many counters to CC (stab/condi removal)and CC doesn’t last long.
Moreover, a team that coordinates and uses CC well should be rewarded.
I agree, but not mindless spamming CC “just because it works”, a team of players should have to use them wisely just like a single player would because a single player can’t just macro all CC to go off all at once like a team could causing 10+ seconds of CC, no class or team should be able to lock down anyone for longer then you would if you where alone, I might as well play WoW’s PvP if I wanted a stun-locking fest with mindless skill.
I don’t feel such a major change should be implemented—balance is pretty decent (relatively speaking) and introducing a huge change would probably upset that.
I do appreciate when games actively reward other micro-tactics besides lockdown/burst. Maybe it’s because I don’t like playing burst specs in general. Long fights are more rewarding to me than knocking someone down and killing him before he can get up. I know there’s a lot of strategy in that as well, it’s just not for me.
so you want to have a chance against multiple players attacking you? 1v3 you want it to even out a little? You know your going to ruin some classes like necro who rely on cc because they can’t chase jack kitten around the map.
It won’t ruin a class at all, all classes are bound by cast times and global cool downs, no class can spam 2 CC’s in under a second, that only happens when you have 2 or more classes using CC at the same time, then the CC stacks and creates stun-locking, having a 1 second immunity after each CC will prevent more then one class from stun-locking you, if anything this will help classes like necro’s, this will help all classes and make for a more enjoyable pvp environment.
acually necros can cast multiple cc effects, they can even do it as a counter. How will this help necros? The only thing this is doing is making bunker builds that much stronger, and giving you a better chance against multiple opponents. I do not see how it makes for a more enjoyable pvp environment, if multiple people are attacking you. You die, its that simple. What you are asking for is putting most 1v1 cc limitations in a group fight.
so you want to have a chance against multiple players attacking you? 1v3 you want it to even out a little? You know your going to ruin some classes like necro who rely on cc because they can’t chase jack kitten around the map.
It won’t ruin a class at all, all classes are bound by cast times and global cool downs, no class can spam 2 CC’s in under a second, that only happens when you have 2 or more classes using CC at the same time, then the CC stacks and creates stun-locking, having a 1 second immunity after each CC will prevent more then one class from stun-locking you, if anything this will help classes like necro’s, this will help all classes and make for a more enjoyable pvp environment.
acually necros can cast multiple cc effects, they can even do it as a counter. How will this help necros? The only thing this is doing is making bunker builds that much stronger, and giving you a better chance against multiple opponents. I do not see how it makes for a more enjoyable pvp environment, if multiple people are attacking you. You die, its that simple. What you are asking for is putting most 1v1 cc limitations in a group fight.
By that logic all MMO’s got it perfect first try, bottom line is MMO dev’s. are human they are like you and me they make mistakes and make errors.
So yes balance 1v1 and you balance group vs group, it’s simple math, 1+1=2, most MMO’s lack that logic because it’s easier to just make 1+1=3, look at every MMO out today and tell me have any of them came up with a perfect balance solution, the answer is no, and why because it’s hard, hard means money and time, so what we get is the junk we see today, GW2 on the other hand has the opportunity to make it right, they already have the foundation they just need the fine tuning.
stability.
/thread
It’s strange to me that you focused so much on stuns in terms of cc when, imo, immobility is actually the most powerful and deadly cc in the game.
Maguuma
It’s strange to me that you focused so much on stuns in terms of cc when, imo, immobility is actually the most powerful and deadly cc in the game.
You can still react when snared, as for stuns, knock backs ect. the player has no choice other then cool downs
stability.
/thread
Lol
/thread
I find CC to be done very well in GW2 with maximum of 2 second CCs which can be broken, there is really no need for a 1second stability internal for 5v5..
Much better then in other games with 3-15 second CCs with whole reworks implemented later on like diminishing returns or 15-30 seconds of “Stability”
If you get CC’d you have stunbreakers/stability, your teammates can give stability, anything more and CC would not be viable in gw2..
This was covered long before the game was out.
Other games have long CC and then reduce CC or have CC immunity in them because their Holy Trinity mechanic requires long CC, mainly for the PvE content.
They then need to balance this for PvP.
In GW2 the CC is never long enough to justify some reduced CC mechanic.
The devs said that creating an immunity mechanic for CC meant that that CC design was a failure. Good CC is balanced and needs no extra mechanic in place like an immunity.
GW2 has good CC mechanics through condition removal, stun breaking skills, Stability boon, Invulnerability and dodge rolling to avoid attacks.
With CC that isn’t on very long durations.
We don’t need a CC immunity mechanic and we never will.