Diminishing Returns and Crowd Control

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Posted by: Straegen.2938

Straegen.2938

Players should get a CC resistant stack each time they are stunned, pulled, etc. Each stack should reduce how long a CC effect lasts… lets say a 1/3 reduction for each stack. After 3 stacks a player becomes completely immune to stuns, pulls, etc. As a starting point say a stack lasts 15s (and is not a boon so it cannot be extended or removed).

Obviously not my idea and not the first time this system has been implemented in other MMOs. The current Stab changes simply do not effectively counter the massive amount of CC in this game. The old stab changes made for too much stab up time. This could be a middle ground.

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Posted by: Justine.6351

Justine.6351

The game relies on passive cc resistance with stability and active cc removal with stun breaks. Thinking every stunbreak should give a balanced amount of stability for breaking a stun at minimum. Anywhere from 1stack:3sec to 5stack:7sec depending on the skill and balancing. Then remove all anti-cc traits and trim back most all preemptive stability skills.

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Posted by: Stand The Wall.6987

Stand The Wall.6987

what do you mean the stab changes don’t counter the cc? right now one stand your ground lasting 5 sec will have 3.75 sec of cc immunity during the duration of the skill. that isn’t enough?

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Posted by: Xenesis.6389

Xenesis.6389

Yeah guys carry a guardian with you at all times.

Another derailing post. ^^
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Posted by: Jeknar.6184

Jeknar.6184

Yeah guys carry a guardian with you at all times.

If you are being stun locked and without a guardian it means you are problably fighting a outnumbered fight that you shouldn’t be winning anyway.
Honestly, I never got stunlocked unless I’m fighting alone against multiple enemies. I feel immobilize stacking is a much worse problem than stun since you cannot break out of it unless you clear and immobilize is rather low on the condi clear priority.

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Posted by: Xenesis.6389

Xenesis.6389

Yeah guys carry a guardian with you at all times.

If you are being stun locked and without a guardian it means you are problably fighting a outnumbered fight that you shouldn’t be winning anyway.
Honestly, I never got stunlocked unless I’m fighting alone against multiple enemies. I feel immobilize stacking is a much worse problem than stun since you cannot break out of it unless you clear and immobilize is rather low on the condi clear priority.

Thought this thread was about cc in general and not just about stunlocks?(well ok I guess pull is a stunlock) cause I use stunbreakers skills, that’s not a problem since you know every single class has access to stunbreaker skills, unlike stability. But in any case I do believe some diminishing returns on cc’s should be in place.

And yes immobilize stacking is/was a problem, I argued about that back when they changed the traits system and conditions especially burning got a major boost, when engineers would slap you with immobilize and take a condi dump on you to melt you from 100-0 in a couple seconds, and all you have to rely on is rng condi clearing. But yay the condition system is great so who cares!

Having a skill that completely takes away your best defense skill in dodge and then have to rely on the rng clearing is bloody stupid.

Another derailing post. ^^
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(edited by Xenesis.6389)

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Posted by: Peterson.8345

Peterson.8345

yes, lets add another automatic stacking thingy to wvw, cuz thats what we need, more things to kitten up the servers… wvw should have everything simplified so that there are less things for servers to handle imo….

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Posted by: Jski.6180

Jski.6180

How about this add in a food that every time your stun dazed knockdown / back or any hard cc you get a -% to the next hard cc duration that stacks up say 5 times with a 10 sec duration. Maybe -10% each time making it at max -50% when your getting hit with chain hard cc.

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Posted by: Straegen.2938

Straegen.2938

Interesting turn in this thread… so nobody thinks stab and CC is problem any longer and is fully functional as-is? Pirate ship meta solved?

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Posted by: Jeknar.6184

Jeknar.6184

Interesting turn in this thread… so nobody thinks stab and CC is problem any longer and is fully functional as-is? Pirate ship meta solved?

Pirate Ship meta been gone for a while now… What we have now is the toilet bowl meta of heavy sustain train… I don’t even know why you brought that up.
And no, I don’t think hard CC (Stun/Daze/Launch/Push/Pull) is a problem. Games that have diminishing returns do not have a buff that works like stability. Adding diminishing returns when we already have stability AND stun breakers would make crowd control effectively useless.
If anything, they should add more reliable stability sources for each profession so we don’t need a guardian babystitting us when we’re in a CC heavy fight.

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Posted by: Jski.6180

Jski.6180

Interesting turn in this thread… so nobody thinks stab and CC is problem any longer and is fully functional as-is? Pirate ship meta solved?

I never though priate ship was a good name for it but what ended it was condi meta there simply not as many long ranged condi effects in the game most of the long ranges attks are power dmg aimed. So its simply not as strong to sit back and lobe fire balls at the other team when a meta burn gurd can port into a team drooping 12 stacks of burning and have a few necro epi it to the zerg.

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Posted by: Kovu.7560

Kovu.7560

If anything, they should add more reliable stability sources for each profession so we don’t need a guardian babystitting us when we’re in a CC heavy fight.

Attachments:

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Posted by: Stand The Wall.6987

Stand The Wall.6987

If anything, they should add more reliable stability sources for each profession so we don’t need a guardian babystitting us when we’re in a CC heavy fight.

ye. ive advocated for this for a long time. I added some ideas in the different profession subforums even.

snipples

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Posted by: Kiroshima.8497

Kiroshima.8497

Stun breaks should perform like the warrior Eternal Champion trait that grants “infinite” stability (BUT ONLY IF YOU BREAK A STUN) for a tiny duration to avoid getting chain cc’d after. This “stun break stability” should not be affected by boon duration and should only be used to quickly relocate after breaking a stun.

Immobolize should count as hard cc, be countered by stun breaks and stability instead of condition clears. It is CLEARLY the opposite cc of daze (which prevents skills but allows movement) and should be categorized as such. This will reduce issues with resistance and make stability and stun breaks the obvious tool to avoid getting cc’d, while resistance and condi clears handle the things that make you worse at performing actions.

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Posted by: Stand The Wall.6987

Stand The Wall.6987

snipples

immob is a counter to stab, moving to hard cc would ruin wvw.
free stab on stunbreak is meh, maybe just add the 0.75 sec cc immunity that is inherent when removing stab.

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Posted by: Dusty Moon.4382

Dusty Moon.4382

CC is OP, as it is considered a condi. Only thing that can stop it is Resistance, condi clear, or stability (which has been nerfed so many times it is ridiculous).

Play in T1 where I once had a minute of CC stacked when fighting a massive condi blob from Maguuma. Try fighting that and come back and say CC isn’t OP.

All condi’s need a nerf of some type.

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Posted by: Jeknar.6184

Jeknar.6184

CC is OP, as it is considered a condi. Only thing that can stop it is Resistance, condi clear, or stability (which has been nerfed so many times it is ridiculous).

Play in T1 where I once had a minute of CC stacked when fighting a massive condi blob from Maguuma. Try fighting that and come back and say CC isn’t OP.

All condi’s need a nerf of some type.

Wtf you talking about? Hard CC as stun/daze/launch/pull/knockdown/etc aren’t considerated conditions (only exception is fear) and all of them are countered by stability AND stun breakers.

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(edited by Jeknar.6184)

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Posted by: Dusty Moon.4382

Dusty Moon.4382

CC is OP, as it is considered a condi. Only thing that can stop it is Resistance, condi clear, or stability (which has been nerfed so many times it is ridiculous).

Play in T1 where I once had a minute of CC stacked when fighting a massive condi blob from Maguuma. Try fighting that and come back and say CC isn’t OP.

All condi’s need a nerf of some type.

Wtf you talking about? Hard CC as stun/daze/launch/pull/knockdown/etc aren’t considerated conditions (only exception is fear) and all of them are countered by stability AND stun breakers.

Stun and Daze can be cleared with a condi clear and stability has to be up BEFORE stun and stun breakers well the name speaks for itself. Knockdowns and pulls are different.

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Posted by: Jeknar.6184

Jeknar.6184

Stun and Daze can be cleared with a condi clear

No, they cannot. You clearly don’t know what you are talking about and I’ll stop here.

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Posted by: Kovu.7560

Kovu.7560

Put 1 second of stability on every single stun break in the game. Or something to that effect.
That will solve a few problems. Being given the tools to properly react in a situation would be nice. Popping a cooldown to break a stun just to be immediately restunned is mind numbingly poor design.

~ Kovu

edit- And yeah, imob could use some work. That coming from a ranger.

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(edited by Kovu.7560)

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Posted by: Cevni.2049

Cevni.2049

As everyone else has said. Hard CC (excluding fear is not a condition) a lot of condi clear has built in stunbreaks, not all of it though.

Reducing the spam of CC in the game would be great. Perhaps an immunity equal period of time to the duration of the CC that was on you times two (fix it to work with skills like gravity well).

Not sure exactly how I would fix immob, maybe make it so that oen can’t be immobilized for more than 5 seconds in a row and after that a 5 second period of immunity to it or similar.

(all numbers can obviously be adjusted)

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