Eladan of Greenwood: 80 Ranger
Elemir Swiftblade: 80 Thief
The title says it all really. This is kittening obscene it seems with some specs every single attack is a CC of some kind then with others every other skill is a CC of some kind. There is no skill to this it’s simply seeing who can bring more CC and CC removal. It’s pathetic, you are literally killing the PvP Anet. Have fun getting Esports to be successful for this if you continue down this path of insane power creep.
eh, I get by with no stab and one stunbreak.
Most of my chars get by with 1 or 2 stunbreaks, though some definitely lack condi removal. Some have a lot more stunbreaks available though, like my pure melee classes.
But stunlock has existed since wars have existed, though now more classes have access to it. (I think wars are still king of stun chains though)
Honestly this game is on the lighter side CC wise in PvP. After playing WoW and SWTOR this is a welcome respite from the constant CC wars.
The amount of CC is not important.
What is extremely important is to take Guild Wars 2 as a serious Esport.
Priorities.
I don’t know how anyone could justify locking down a player in PvP for more than 1 second. Hard CCs should be used to interrupt rotations not pin them down while you spank them to death.
With the breakbar changes in PvE the longer durations are nice but if that is going to be the case, split the durations in PvP vs PvE or give more classes access to 5+ stacks of stability.
Honestly this game is on the lighter side CC wise in PvP. After playing WoW and SWTOR this is a welcome respite from the constant CC wars.
tbh having done almost 4 years of pvp in sw:tor, that game’s CC is far less punishing than this one. TOR has a built in immunity mechanic to prevent chain stunlocking, and only a couple classes have more than 1 stun.
WoW is a different story though.
GW2’s problem is that while the duration of individual CCs is much shorter than in other games, there is nothing in place to discourage spamming the crap out of CC, and moreover builds often have access to many different forms of CC.
Honestly this game is on the lighter side CC wise in PvP. After playing WoW and SWTOR this is a welcome respite from the constant CC wars.
tbh having done almost 4 years of pvp in sw:tor, that game’s CC is far less punishing than this one. TOR has a built in immunity mechanic to prevent chain stunlocking, and only a couple classes have more than 1 stun.
WoW is a different story though.GW2’s problem is that while the duration of individual CCs is much shorter than in other games, there is nothing in place to discourage spamming the crap out of CC, and moreover builds often have access to many different forms of CC.
I disagree, GW2’s problem is the inflation of CC. There is simply to much and it needs to be toned down.
There is no reason to have an elite skill to have 2 second AoE stun that can hit 5 players within 600 range with 8 seconds of chill. Tweek the numbers, less CC, more utility.
The cc system is a mess. This is s possible solution to work with…
http://paragonwiki.com/wiki/Player_vs_Player
“Status Effect & Knockback Suppression
Every time a character recovers from a Hold, Immobilize, Disorient, Sleep, or Fear status, that character becomes immune to all five of those effects from other players for 15 seconds. Every time a character suffers a Knockdown, Knockback, or Knockup effect, that character becomes immune to all three of those effects from other players for 10 seconds. These two timers are independent. It should be noted that Confuse effects, while technically mezzes, are on a separate 15-second timer than the other mezzes listed above.”
Obviously I know that things would need to be tweaked all around, but a “no effect” timer could be a good mechanic done right in such a heavy cc game.
(edited by Swagger.1459)
Nova, remember- Esports big play$$$$.
Nova, remember- Esports big play$$$$.
Ah yes, all the money ArenaNet is LOSING.
Not one wants to play a messy sport, let alone a sport FILLED with bugs.
I disagree, GW2’s problem is the inflation of CC. There is simply to much and it needs to be toned down.
There is no reason to have an elite skill to have 2 second AoE stun that can hit 5 players within 600 range with 8 seconds of chill. Tweek the numbers, less CC, more utility.
I have no issue with individual abilities, let alone a elite skill with a 90second cooldown. A single stunbreak or cleanse fixes that.
The problem lies more with classes have large amounts of CC abilities, and can thus chain them.
But, but Nova. I’m so skilled when I press Signet of Spite and the guy literally implodes.
But, but Nova. I’m so skilled when I press Signet of Spite and the guy literally implodes.
NOT IMPORTANT! They got to impress all the 4,000 twitch viewers!
you probably just suck tbh. if I can play with one stunbreak as much as I do and be gravy then why can’t you? it’s gotta be that I’m better than you, and if I’m only an avergae player then you gotta be scrub level.
stun resistance is just a way for scrubs to care less about CC so they can hungry hungry hippo even harder.
Hmm. I play tempest an i have one autostunbreak and stunbreak on overloads. Works well for me. I agree criple, chill, and imobilize are thrown around a lot. But these are conditions. Constant condition removal might help here ….
stun resistance is just a way for scrubs to care less about CC so they can hungry hungry hippo even harder.
Oh please, stun resistance adds more depth. Just look at TOR where a entire portion of the strategy revolves around when to apply CC, since in that game you only get a couple CCs before the target goes immune, so teams must be strategic with it.
Compare that to GW2 where there is literally zero reason to not press CC buttons on cool down, since over here the CC is available both in bulk and on (relatively) short cooldowns.
stun resistance is just a way for scrubs to care less about CC so they can hungry hungry hippo even harder.
Oh please, stun resistance adds more depth. Just look at TOR where a entire portion of the strategy revolves around when to apply CC, since in that game you only get a couple CCs before the target goes immune, so teams must be strategic with it.
Compare that to GW2 where there is literally zero reason to not press CC buttons on cool down, since over here the CC is available both in bulk and on (relatively) short cooldowns.
its a passive resistance that lets you play badly
I think Conquest compounds this problem. I wouldn’t be peeved at the Chrono’s huge stun if it wasn’t the size of the whole capture point.
stun resistance is just a way for scrubs to care less about CC so they can hungry hungry hippo even harder.
Oh please, stun resistance adds more depth. Just look at TOR where a entire portion of the strategy revolves around when to apply CC, since in that game you only get a couple CCs before the target goes immune, so teams must be strategic with it.
Compare that to GW2 where there is literally zero reason to not press CC buttons on cool down, since over here the CC is available both in bulk and on (relatively) short cooldowns.
its a passive resistance that lets you play badly
Let me guess you didn’t even read what you quoted?
Having a mechanic that prevents chain stunlock actually increases the amount of skill required, because it forces the CC’er to think about the best timing of their CC, and penalizes players that mindlessly spam CC on cooldown.
stun resistance is just a way for scrubs to care less about CC so they can hungry hungry hippo even harder.
Oh please, stun resistance adds more depth. Just look at TOR where a entire portion of the strategy revolves around when to apply CC, since in that game you only get a couple CCs before the target goes immune, so teams must be strategic with it.
Compare that to GW2 where there is literally zero reason to not press CC buttons on cool down, since over here the CC is available both in bulk and on (relatively) short cooldowns.
its a passive resistance that lets you play badly
Let me guess you didn’t even read what you quoted?
Having a mechanic that prevents chain stunlock actually increases the amount of skill required, because it forces the CC’er to think about the best timing of their CC, and penalizes players that mindlessly spam CC on cooldown.
it’s a mechanic that rewards bad players who eat cc. its basically free stability for eating cc.
it makes the game easier & less punishing.
Less CC in game, make it more impactful. I’d prefer 1 3 second stun to 3 1 second stuns. Good lord. And no more “you cc me, I cc you back” traits. Thanks kindly. Otherwise, fix your game anet.
it’s a mechanic that rewards bad players who eat cc. its basically free stability for eating cc.
it makes the game easier & less punishing.
So something that makes players think strategically where they otherwise would not have is “easier”
Oh and for the record, punishing is never a good quality for a game, just look at Bioware’s GSF.
it’s a mechanic that rewards bad players who eat cc. its basically free stability for eating cc.
it makes the game easier & less punishing.
So something that makes players think strategically where they otherwise would not have is “easier”
Oh and for the record, punishing is never a good quality for a game, just look at Bioware’s GSF.
all stun immunity means is the attacker needs to space out their stuns because players become immune after you stun them. no extra skill there. in fact, for the player being attacked you get free stability for not dodging stuns. seems like less skill to me, considering stun immunity is already in the game. I can’t see how free stability after you get stunned makes the game more skillful, seems actually like it makes it easier.
PvP games should be punishing. bioware makes easy casual RPGs. no reason to listen to their design guidelines for a PvP game. apples and oranges homes.
Wow someone holding up TOR as good pvp, I can see why these forums are a mess now.
The resistance bar to CC did exactly what choovanski alluded to, it let you eat a couple CC’s then be immune to the rest. At one point it was beneficial to eat blinds used by noobs because you would max resistance just as fast as a stun but with none of the effects. Hell because of that kitten system almost ALL CC is totally worthless to use and is actively discouraged if you are trying to win. Nothing more fun than a kitten teammate triggering their immunity with snares while you try to stun them.
TOR pvp is fun for one thing and one thing only, Huttball.
all stun immunity means is the attacker needs to space out their stuns because players become immune after you stun them. no extra skill there. in fact, for the player being attacked you get free stability for not dodging stuns. seems like less skill to me, considering stun immunity is already in the game. I can’t see how free stability after you get stunned makes the game more skillful, seems actually like it makes it easier.
That’s not what I was getting at. I was thinking of something similar to TOR’s resolve mechanic.
The way the resolve mechanic works is that you get a resolve bar. Getting CC’ed adds points to the bar. The longer the stun to more the points are added to the bar.
When the bar is filled, it begins to drain, while it is draining the player is immune to CC, although snares and immobilizes are still effective.
It’s like GW2’s PvE breakbars but in reverse.
The reason it added depth was that throwing CC at immune players was bad play, and moreover coordinated teams would coordinate the rate of CC in order to prevent a target from getting the immunity.
PvP games should be punishing. bioware makes easy casual RPGs. no reason to listen to their design guidelines for a PvP game. apples and oranges homes.
Google before you post. GSF is a PvP gamemode attached to TOR that is notorious for being extremely brutal and punishing for new players. New players are generally referred to as “foodships.”
It failed so hard that the developer stopped mentioning the existence of the gamemode less than 6 months after launching it.
At one point it was beneficial to eat blinds used by noobs because you would max resistance just as fast as a stun but with none of the effects.
You mean it allowed you to take advantage of your opponent making a mistake? And you’re complaining about that?
Hell because of that kitten system almost ALL CC is totally worthless to use and is actively discouraged if you are trying to win.
Obviously you never played ranked either in 8v8 or 4v4. Hell the entire 4v4 meta is built around CC. Guess you never did hardswitches or knew about healer/tank lockdown.
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