- one damage spell
fingerfight wrote: »
- CC spell
- different CC spell with reduce cost or different effect
fingerfight wrote: »
- defensive spell
fingerfight wrote: »
- buff/damage over time spell and so on
Where to begin... In PvP, the problem with CC in this game is, that it doesn't really do what the name implies (Crowd Control), instead it acts more as a "drain stamina" skill.
The problem here is, that the CC effects in the game can be repeatedly broken as long as you have stamina (it doesn't help either that there are certain builds that can maintain stamina indefinitely).
Give CC break a cooldown (one minute for example)
Here lies another problem: there are only two (working) types of defensive spells: heals and damage shields. The third one (shadow cloak)[snip]broken
ian92415b14_ESO wrote: »Aside from healing and damage shields, you can buff armor/spell resistance, and you can buff stamina regeneration to keep your blocks up, and you can reflect single target projectile spells entirely either with dk scales or with sword&board defensive stance, or you can do what I do and hit retreating maneuver with boundless storm with hasty retreat and just run away at mach 9.
Where to begin... In PvP, the problem with CC in this game is, that it doesn't really do what the name implies (Crowd Control), instead it acts more as a "drain stamina" skill.
The problem here is, that the CC effects in the game can be repeatedly broken as long as you have stamina (it doesn't help either that there are certain builds that can maintain stamina indefinitely).Give CC break a cooldown (one minute for example)
Unbreakable stuns, silences, sleeps etc are the worst things that a PvP game ever have. Like mass mes in DAoC. You could sleep an entire zerg with a single spell over a minute and kill them one by one while they lost connection with their chars. Why the *** would anyone want that again?
You want easy pvp, stun lock, insta gib people from stealth without giving any chance to fight back. Thats not pvp.
Biting jabs is pretty close to CCs you want. Is it really fun when you are the victim?
Anyway, currently block casting causing problems and when they fix that, hard CCs in this game will be perfectly fine and enough. Then you can now use well timed CCs after they fix that. And also already a single milisecond stun is enough to kill someone in this current state.
Here lies another problem: there are only two (working) types of defensive spells: heals and damage shields. The third one (shadow cloak)[snip]brokenian92415b14_ESO wrote: »Aside from healing and damage shields, you can buff armor/spell resistance, and you can buff stamina regeneration to keep your blocks up, and you can reflect single target projectile spells entirely either with dk scales or with sword&board defensive stance, or you can do what I do and hit retreating maneuver with boundless storm with hasty retreat and just run away at mach 9.
+ Certain abilities gives flat damage reduction like archer shade, low slash, empowering sweep etc.. + dodge and block. And you cant expect someone to not to heal him/herself
Also, how are you going to get stunlocked to death if you have
a) CC break (with cooldown)
b) CC breaks after X damage taken
I'd like your thoughts on that.
I do agree the overall TTK (Time-To-Kill) in this game should be increased though, but only after giving players another ways of bypassing the "resource game", which everyone is forced to play.
You shouldn't die when you run out of stamina and/or magicka, you should die when you run out of health. Period.
And yes, I can expect someone to not heal him/herself.
Have you ever played a Warrior, Thief or Mage type character in other MMOs, or have you played only Priests/Paladins?
I do agree the overall TTK (Time-To-Kill) in this game should be increased though, but only after giving players another ways of bypassing the "resource game", which everyone is forced to play.
You shouldn't die when you run out of stamina and/or magicka, you should die when you run out of health. Period.
It's game design. You either have limited resources or have cooldowns on skills. If they just remove the resource management tomorrow, then people would become immortal and game would be more spam fest than its current state. People who die, only because they failed to react quick enough or because of the latency issues and lag. But with limited resources, you have to care your magicka and stamina and think twice if you should heal or do dmg with your low magicka for example. That's totally fine imo.
Also, how are you going to get stunlocked to death if you have
a) CC break (with cooldown)
b) CC breaks after X damage taken
I'd like your thoughts on that.
a)Say CC break have 10 second cooldown. Skills have none.
b) Think about DK's petrify skill. (Petrify: Stuns enemies for X second, affected targets can take Y damage before stun breaks also deals Z damage after the effect ends)
Now, here is the scenerio : Dk casts petrify, you CC break that. Now you are immune to any kind of CCs for 3 seconds and have 10 seconds left for your next CC break(in cooldown). 3 seconds later, DK casts it again, and hits you couple times until it breaks. When it breaks DK does this again. Your CC break is still on cooldown and you can get yourself a coffee by the time.
I do agree the overall TTK (Time-To-Kill) in this game should be increased though, but only after giving players another ways of bypassing the "resource game", which everyone is forced to play.
You shouldn't die when you run out of stamina and/or magicka, you should die when you run out of health. Period.
It's game design. You either have limited resources or have cooldowns on skills. If they just remove the resource management tomorrow, then people would become immortal and game would be more spam fest than its current state. People who die, only because they failed to react quick enough or because of the latency issues and lag. But with limited resources, you have to care your magicka and stamina and think twice if you should heal or do dmg with your low magicka for example. That's totally fine imo.
And yes, I can expect someone to not heal him/herself.
Have you ever played a Warrior, Thief or Mage type character in other MMOs, or have you played only Priests/Paladins?
You have snipe, dark flare, disease enchant and those are not rare in Cyrodiil. Everyone have at least one or two of them and spam like hell. The other guy have purify or reflect to counter your ***. Thats calls balance.
I mostly played tanky warrior/paladin and healer style in mmos, just so you asked.
ian, you are taking it all too literal.ian92415b14_ESO wrote: »If cc break had a cooldown then people would run around with immovable up all the time... Oh wait, we do that already so we would have the upper hand over somebody that relys on cc break with a cooldown.
Dagoth_Rac wrote: »Major problem with this is that while human players would adjust to the changes, PvE enemies would not. They would likely have to completely redo many dungeon bosses whose mechanics would ramp way up in difficulty if you change resource management and CC break and cooldowns, etc. While you can tweak a skill here or there, making broad changes to underlying game systems can really mess up PvE content designed around those systems. Can you imagine fighting Uulgard the Risen in Vet Wayrest if he does his fear + fire attack while everybody's CC break is on cooldown? Or Bogdan the Nightflame and his adds' mind-control-you-into-the-fire attack with CC break on cooldown?