Un-fun mechanics--chain KB, CC
I know what you mean, but can’t say it happens all that much.
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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.
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.
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.
There is only 1 CC in this game that can fully prevent player action by itself, slickshoes.
Am I good?… I’m good.
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
Make CC not overwrite so that players have to actually time their CC correctly. Problem solved.
twitch.tv/doctorbeetus
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.
There is only 1 CC in this game that can fully prevent player action by itself, slickshoes.
How do you figure that?
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.
The Dev’s are going to out troll themselves with the amount of CC they keep adding.
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.
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
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.
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
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.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
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.
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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.
you spend complaining about it on the forums, you’d be
done by now.”