Tommy_The_Gun wrote: »Whatever it will be, based on what we have seen since 2014, it will be either an indirect or direct buff to Ball Groups.
Cooldowns. That's what I read, anyway.
Avran_Sylt wrote: »Cooldowns. That's what I read, anyway.
Probably.
There's something problematic with stunning abilities having no cooldown. Since you then need to balance that in some form so you don't have a player pressing the stun button on another player for an hour. (Which we have with the CC immunity).
But the current CC immunity is global against all players, and not player dependent.
Making it player dependent could be a method to address the overall tankiness of 1vX builds. But that might be more resource intensive.
Like a game with league, it has no CC immunity (outside of specific skills, usually ults), and as such CC can be stacked and used for lockdown on hyper-carries.
MincMincMinc wrote: »Avran_Sylt wrote: »Cooldowns. That's what I read, anyway.
Probably.
There's something problematic with stunning abilities having no cooldown. Since you then need to balance that in some form so you don't have a player pressing the stun button on another player for an hour. (Which we have with the CC immunity).
But the current CC immunity is global against all players, and not player dependent.
Making it player dependent could be a method to address the overall tankiness of 1vX builds. But that might be more resource intensive.
Like a game with league, it has no CC immunity (outside of specific skills, usually ults), and as such CC can be stacked and used for lockdown on hyper-carries.
Not that it would ever happen, but removing cc immunity on the receiving player and only having cc cooldowns on the caster would drastically hurt combat. It is fine in games like League where you may have 1 tank on the team which has a cc or two. However most players have 3+ forms of CC on their build on teams up to 50 players. So in combat youd be chain cced for potentially minutes at a time. Go into pvp and dont cc break ever, it wont go well.
Its not just 1vX builds that are tanky, the whole game has shifted due to design choices. Arguably pugs and ball groups are far more tanky because of infinite stacking. If zos prioritized a functional stat system rework, we wouldnt have these massive meta swings every few months.
MincMincMinc wrote: »From their statement they said all "classes will have PvP-specific skills"
There are a few ways of interpreting this:
- Zos makes all new skills solely for pvp. Unlikely, but would be alot of work.
- Zos makes new rules for skills. Hots&Dots wont stack, Heals may not cross out of group, Some AoE's may be capped, Some skills may have increasing cost ramps.
- Zos bans certain skills
Id bet that they go #2 since it will barely impact most players. Zerglings who are casting into a 50man void wont be able to tell. Solo/smallman players may just need a morph change. Ballgroups will now be softcapped and wont sit with 12x every BIS hot/buff in the game.
Avran_Sylt wrote: »Cooldowns. That's what I read, anyway.
Probably.
There's something problematic with stunning abilities having no cooldown. Since you then need to balance that in some form so you don't have a player pressing the stun button on another player for an hour. (Which we have with the CC immunity).
But the current CC immunity is global against all players, and not player dependent.
Making it player dependent could be a method to address the overall tankiness of 1vX builds. But that might be more resource intensive.
Like a game with league, it has no CC immunity (outside of specific skills, usually ults), and as such CC can be stacked and used for lockdown on hyper-carries.
Avran_Sylt wrote: »Cooldowns. That's what I read, anyway.
Probably.
There's something problematic with stunning abilities having no cooldown. Since you then need to balance that in some form so you don't have a player pressing the stun button on another player for an hour. (Which we have with the CC immunity).
But the current CC immunity is global against all players, and not player dependent.
Making it player dependent could be a method to address the overall tankiness of 1vX builds. But that might be more resource intensive.
Like a game with league, it has no CC immunity (outside of specific skills, usually ults), and as such CC can be stacked and used for lockdown on hyper-carries.