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
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)