Un-fun mechanics--chain KB, CC

Un-fun mechanics--chain KB, CC

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Posted by: Pure Heart.1456

Pure Heart.1456

One of the most frustrating experiences one can have in any game is to have control taken away from their player object.

This happens in a big way in PvP. In fact, most tactics revolve around it.
Immobilize, knockback, chill… then when this gets doubled and tripled as each player adds their own ‘layer’ on top of it, the end result is a character unable to move for 10 seconds all the while getting their head smashed in.

It really sucks.

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Posted by: BrotherBelial.3094

BrotherBelial.3094

I know what you mean, but can’t say it happens all that much.

i5 4690K @ 3.5Mhz|8GB HyperX Savage 1600mHz|MSI H81M-E34|MSI GTX 960 Gaming 2GB|
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Posted by: MithranArkanere.8957

MithranArkanere.8957

There’s stun breakers and stability, but they can’t cope against CC spam. If the enemy focuses their stuns on you, there’s nothing you can do. Stun break, it’ll take ages to be usable again compared with CCs, so they’ll just use them again. Block, they’ll just use them again after you stop blocking. Stability stacks just go away like dust in the wind against overstacked control.

Any form of defense will only buy you some time. Either you do the same and spam control like blinds and stuns, or run away.

A tool that should be used to interrupt and disable enemies temporarily, and to strategically nullify key enemy actions, ends up as a tool to single out enemies to kill without the possibility of defense.

Other games with a semblance of actual balance have measures against it. For example, in any decent fighting game if the enemy juggles your character in the air for too long the damage per hit on your disabled character will exponentially decrease until it’s minimal, and your character will automatically break juggle and fall if it stays in the air too long. Many action games will have a temporary immunity after a strong hit or knockdown to prevent getting killed too fast without being able to do anything about it. And many MMOs have a stacking resistance to control that ads up if control is spammed too much instead being used tactically.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

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Posted by: Artaz.3819

Artaz.3819

In most MMOs it’s fixed with a diminishing return aspect of chain CC. ie. the first is full strength, the next is 3/4 strength, than half, then 1/4 strength, then none. Getting out of combat or after 10s-20s and CC immunity resets. Soft CC (condition) sometimes counts depending on its strength. And even certain classes (the heavys) typically had more resistance than the others (not that it should necessary apply that way in GW2).

For whatever reason, GW2 doesn’t have that mechanic but the CCs are typically shorter in length (with the exception of Polymorph Moa). The issue is certain weapons/builds can chain them so a normal 1s-3s interrupt/redo CC suddenly becomes a 10s+ chain of limited options without stun break/stability boon/condition removal for counter.

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Posted by: Fluffball.8307

Fluffball.8307

If you have multiple people focusing you, you’re supposed to be in a bad position. While they’re CCing you, your team is free casting on them.

Also you are a necro I assume? Edit: Looks like guardian, another good focus target.

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Posted by: Eurantien.4632

Eurantien.4632

There is only 1 CC in this game that can fully prevent player action by itself, slickshoes.

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Posted by: Abazigal.3679

Abazigal.3679

The real issue with this i had this season is about dealing with double engis on legacy of foefire, it’s really a pain and not so fun. Furthermore, when these 2 engis are asuras, with 1 necro and/or mesmer aside, you can’t see anything and it’s hard as a bunker, sometimes i end up spamming skills randomly to do better job

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Posted by: warherox.7943

warherox.7943

Make CC not overwrite so that players have to actually time their CC correctly. Problem solved.

Doctor Beetus – Burst Engi Maguuma
twitch.tv/doctorbeetus

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Posted by: Artaz.3819

Artaz.3819

Other games also have long-term CC partially countered by if the target takes any form of damage that it stops the CC immediately (i.e. mez). GW2 has also elected not to use this as a balancing mechanic.

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Posted by: R O C.6574

R O C.6574

There is only 1 CC in this game that can fully prevent player action by itself, slickshoes.

How do you figure that?

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Posted by: Stand The Wall.6987

Stand The Wall.6987

There is only 1 CC in this game that can fully prevent player action by itself, slickshoes.

How do you figure that?

if you stunbreak youre still screwed.

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE

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Posted by: DeWolfe.2174

DeWolfe.2174

The Dev’s are going to out troll themselves with the amount of CC they keep adding.

[AwM] of Jade Quarry.

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Posted by: Tim.6450

Tim.6450

There is only 1 CC in this game that can fully prevent player action by itself, slickshoes.

I’m pretty sure if you stunbreak you still do actions, just don’t move. You will get knocked down again.

EverythingOP

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Posted by: R O C.6574

R O C.6574

There is only 1 CC in this game that can fully prevent player action by itself, slickshoes.

How do you figure that?

if you stunbreak youre still screwed.

That’s because you are dropping multi little aoe’s of slip’n’fall at the liquor stow

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Posted by: reikken.4961

reikken.4961

PVP is a team thing. If multiple people chain CCs on you, then obviously you’re screwed if you aren’t getting help from allies. And that’s exactly how it should be. But 1v1, you always have options. The main one being avoiding the disable in the first place.

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Posted by: reikken.4961

reikken.4961

Other games with a semblance of actual balance have measures against it.

This game does have measures against it. Cooldowns, stability, and stun breaks. and of course evades

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Posted by: BurrTheKing.8571

BurrTheKing.8571

I’m kinda confused, it appears to me that most classes have plenty of anti-CC. Revs get it on dodge, Engi/Scrappers have generally 2 Stun Breaks and Stability on Evade, Reapers have stability from their elite and shroud, Tempests have a teleport and an invuln and are just tough in general, Chrono has a teleport and Signet of Humilidy reduces CC duration AND Staff 2 is like a light Stun Break, War has the most Stability in the game…you get the idea.

The thing that is making CC feel excessive is the abundance of Reapers corrupting Stability and skills like Slick Shoes that make using just a stun break useless. Yes, there’s a lot of CC, but if you time your dodges and save your stun Breaks for the RIGHT CC, there should be no problem.

I’m in Ruby atm and even with everyone running the same metabattle build I only feel the CC when I get focused…which is how it should be.

Just an angry old man…

Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)

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Posted by: Crinn.7864

Crinn.7864

PVP is a team thing. If multiple people chain CCs on you, then obviously you’re screwed if you aren’t getting help from allies. And that’s exactly how it should be. But 1v1, you always have options. The main one being avoiding the disable in the first place.

Stunlocking should require teamwork, but in this game it doesn’t.

One of the things I think SW:TOR did right (post 2.0 not vanilla) was how they designed CC so that it was strategic, and how it was impossible for 1 class to stunlock a target to death.

In this game however CC is just something that gets thrown around as part of people’s standard rotations.

Sanity is for the weak minded.
YouTube

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Posted by: Ohoni.6057

Ohoni.6057

I have gotten caught in some awful “volley chains”, especially when first contesting mid on Forest. It’s not fun. It would be nice if the game had some sort of “CC resistance” layer that would build up with consecutive CCs. It wouldn’t even need to be much, just like halve the duration of each CC each time you take one, until you’re immune to CC for a couple of seconds, so say five enemies hit you in a row, each with a 1s CC, you would take a 1s CC, then kitten one, then a .25s one, then a .12s one, and then be CC immune for a few seconds, then it could start over again, but at least you could take a breath.

“If you spent as much time working on [some task] as
you spend complaining about it on the forums, you’d be
done by now.”