Post your CC suggestions here

Post your CC suggestions here

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Posted by: Swagger.1459

Swagger.1459

Players have been asking for a really long time for separations in profession skills and mechanics in pvp, so I think I’m going to start a series of problematic things that include suggestions along with screen shots and videos to draw better attention. I’ll be working on bringing to light other problematic areas like knockbacks, stealth layering mid combat, poor performing pets (minions and illusions too), burst vs hp, bunch of other unbalanced things… when I have time, but let’s start with Condition and Control effects…

Rules…

1. Post your constructive suggestions.

2. Optional- Provide screenshots and/or videos that highlight the problematic CC system in pvp (wvw, eotm and spvp) with any relevant descriptions or thoughts. While optional, visuals do help make a stronger case.

3. Keep the thread clean and productive. Do not argue. Post constructively. Provide suggestions to the CC system in pvp if you have any.

Edit- Adding suggestions from a previous thread…

“Condition and Control Effects

I would like to see immunity timers implemented on Condition and Control effects.

Condition and Control effects are manageable in core Tyria PvE. The higher difficulty mobs in HoT zones bring a lot more Condition use, and while manageable, still at times we are affected by Conditions a bit too much. In PvP (WvW and SPvP), though, players are continuously hit with these CC effects over and over and over… There are individual profession builds that can put out way too much CC on their own, now multiply that “way too much” by multiple players…

The way the CC attacks and effects were designed were heavy handed, and it is overdone when you combine some big direct and burst damage numbers, along with unending Condition DoT and status effects. In addition to continuous movement impairing effects from CC, we are also forced into combat movement suppression as well… All of these put together really kill the fun of combat.

What I’m proposing below is to NOT give immunity to the direct/immediate damage component from weapons and skills that produce CC, I’m saying that the status effects need to be more manageable for players in this CC heavy game.

The below quote is about the immunity timers that City of Heroes implemented in pvp…

“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.”

So let’s tailor the above quote for GW2… the basic gist is that a character goes on an immunity timer to all “hard” Control effects after the effect ends or the player uses a Stun Breaker. Moa must finally go into this “hard” Control category as well.
For “soft” Conditions there are two ways to do it…

First is an immunity timer on a 1 cleanse-1 condition basis.

Or

Immunity timers to groups of “soft” Conditions. Some grouping examples below…

Group 1… Blind, confusion, vulnerability and weakness.

Group 2… Chilled, crippled, immobilize and slow.

Group 3… Bleeding, burning, poison and torment.

And again, the direct/immediate damage components from weapons and skills that produce these Control and Condition effects remain unchanged.

Doing it these ways allows for multiple CC skills to still be used, but allows for some much needed breathing room. All “hard” CC is either put on a timer naturally when ended or when manually broken. Individual or group “soft” CC are put on a timer once actively cleansed by the player or another player, or when the effect ends. Visual indicators can be assigned to the UI so both player(s) and attacker(s) know what immunity timers are in effect.

There are other factors that we can look at too, but I believe this would be a good start."

Now onto the picture..

Here I was roaming with another player recently and 3 enemies came around the corner from Molevekian Delve. We fought, but my partner died and I tried to peel away…

Moa + circles of death + lots of conditions = thanks anet

Attachments:

New Main- 80 Thief – P/P- Vault Spam Pro

221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.

(edited by Swagger.1459)

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Posted by: Orpheal.8263

Orpheal.8263

simple said, there is only 1 solution to CC that needs to happen finally:

ADD A LIMIT TO CC, exactly like Stealth has a limiter…

If you get CC#ed, then the CC’d person can’t get instantly CC’ed again within 4 seconds.

This would instantly solve the whole Perma Stun CC spam gameplay and give people alot better chances to freakign REACT, before they are already dead without having a single chance to do anything at all.

Anet needs then also to balance finally also the defensive mechanics and general combat mechanics fionally of this game.
this is somethign that Anet ignored to do mostly always since release of this game!!

If they would finally rebalance the defensive Combat System mechanics accordingly to the whole powercreep that this game received over the last years, then it would’t also be possible to kill players so extremely quickly.

  • Boons and Conditions need to getrebalanced, merged and reduced to maxium the HALF AMOUNT (improves also general game performance cause of much lesser heavy calculations the game has permanently to do in the background for all the ticking durations of countless effects)
  • Attributes need to get reworked, merged/reduced where it makes sense to make space for new defensive Attributes that woudl enrich the combat system and are absolutely required as answer to all the powercreep that got added over the last years.

- Vitality needs to get merged with Healing Power, to give Vitality more synergy and meaningfulness, just only increasign max health isnt enough
- The Game would be better to merge power and Condition Damage, make everything simply Damage, rebalance Expertise in regard of Condition Durations, that it becomes a much more needed attribute if you want to get back the longm durations that you have now, so that Condi Players finally need more than just 1 Attribute to max out their DPS

  • Rebalance Toughness, so that it finally massively decreases incoming damage, so that actually only Conditions which ignore defense for a reason deal significant damage agaisnt very high defensive player builds that it gives you the impression of fightign agaist these kind of high defensived mordrem that you need to fight with conditions when you want to kil lthem quickly, because they take nearly no damage from direct attacks.
    They brought back healers, so theres no problem to brign back also real Tanks…
    Add defensive Attributes through Dual Attribute Effects, which increase Endurance Regeneration and reduce the chance to receive Critical hits.
    these changes would be fittign answers to all thsio power creep GW2 received over the years and to make the games combat system again more fun, so that you don#t get killed within seconds anymore so easily.

Remove Buff food/potions from WvW, stuff liek this has nothing to search in WvW and thats also the reason, why Anet removed the WvW boost effects that increased attributes and max health from killing guards.
if buff food/potions would finally become like in GW1 PvE only content, this would allow then anet also to add more fun, awesoem and useful potions and food into the game, without that they have to fear, that the effects could lead to imbalance problems within WvW…

Reduce CC effects, we have Stun and Daze, Daze is obsolete, there should exist only stuff, Stuff like Knockdowns and Launches/Taunts should be made lesser effect.

For example: Knockdowns and Launches should be “removeable” through using Dodge Rolls. if you have enough endurance to perform a Dodge Roll, a player should be instantly able to remvoe the CC effect if it was a Knockdown or Launch Skill.

Fear should be changed from a soft CC to a Dodge Roll Blocke,r that you can#t use Dodge Rolls/Evade effects while beign feared.

If Anet would reduce the CC spam, the whole combat system of this game would instantly become greatly more enjyoable again.
CC should be a very wisely used tactical skill, not somethign that is allowed to spam you to death with. CC skills are tide turners and as thus they need to be massively rebalanced and reduced to the minimum needed amount for this game to fulfill this specific role

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

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Posted by: Argos Helios.4965

Argos Helios.4965

I am finding it a lot better since the latest patch. Your screenshot is basically a l2play, don’t go blind around a corner go wide instead.

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Posted by: Simonoly.4352

Simonoly.4352

- Stat reduction to pre-specialisation update so damage numbers are representative of the relative effort required to land a skill.
- Reduce access to boons across the board and also reduce the maximum duration of a stack of boons significantly – boon access is far too easy now.
- Reduction in CC sources across the board, why did Anet add so many ridiculous Taunt sources?
- Remove all auto-CC application/immunity traits that put the attacker in a worse situation for happening to attempt a CC.
- Remove all death prevention traits – “get invulnerable because you’re losing” just encourages the community to play terribly.

Gandara

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Posted by: Dal.5872

Dal.5872

- Stat reduction to pre-specialisation update so damage numbers are representative of the relative effort required to land a skill.
- Reduce access to boons across the board and also reduce the maximum duration of a stack of boons significantly – boon access is far too easy now.
- Reduction in CC sources across the board, why did Anet add so many ridiculous Taunt sources?
- Remove all auto-CC application/immunity traits that put the attacker in a worse situation for happening to attempt a CC.
- Remove all death prevention traits – “get invulnerable because you’re losing” just encourages the community to play terribly.

First point I completely agree, stat creep has meant everyone in WvW is OP at something, which is almost impossible to counter.

Boon access and ability to corrupt/remove said boon is broken, but I believe Anet is working on this.

CC really isn’t so bad now Stability has been balanced, I actually think this is about balanced. You can keep stab up with a little care, but won’t save you if you stand in the bomb of 50 people.

Auto-CC is disgusting. If Anet goes this route we will eventually not need 1-0 keys. We can just run towards each other and let Anet take care of the battle for us.

Death prevention traits are indeed another ridiculous addition, back to point above. We will no longer need to use keyboards cos everything autocasts.

IGN: Dal Brinium