RighteousBacon wrote: »I don’t think that cc immunity should last longer. Immove pots are a problem though, I only use them when I’m heavily outnumbered. Otherwise they’re very game breaking
11 seconds of cc immunity every 45 seconds isn't exactly game breaking, especially when you get 6 seconds just for casting break free.RighteousBacon wrote: »I don’t think that cc immunity should last longer. Immove pots are a problem though, I only use them when I’m heavily outnumbered. Otherwise they’re very game breaking
RighteousBacon wrote: »I don’t think that cc immunity should last longer. Immove pots are a problem though, I only use them when I’m heavily outnumbered. Otherwise they’re very game breaking
Ya i think immunity is fine. It just needs to actually work. Getting stun locked is lame.
GreenSoup2HoT wrote: »thought this thread was gonna be about cryodill..... sadface
only and best fix: remove pvp from this pve game
I gotta say other than the sigil it just sounds like *** from a player who can't PvP. For example root immunity; SHUFFLE and forward momentum not only break you free but give you immunity. So do various potions. You don't need a separate timer for roots/snares just learn to play. If you are having issues with getting hard cc'd learn to read the abilities and breakout faster. If you are having issues with taking high damage such as zaans or sloads maybe you need to rethink your play against such items. Not every build is going to wipe out the enemy team.
CC immunity is fine. Proper management of stuns to set up burst, and resource management that is a function of that, is a core and fundamental pillar of combat in this game. If CC immunity was doubled it would throw sustain completely outta whack. It’s never gonna happen, nor should it. I never understood why people struggle so much with this.
What would be nice is if they reverted immov pots back to their original duration.
Fine? Whole gameplay based on stun and burst? Wheres skill in that if all you have to do is repeat stun few times and finally your opponent cant break it and will soak up all damage without chance to defend himself and die. 0 player skill needed for such gameplay.
Fine? Whole gameplay based on stun and burst? Wheres skill in that if all you have to do is repeat stun few times and finally your opponent cant break it and will soak up all damage without chance to defend himself and die. 0 player skill needed for such gameplay.
If all you have to do to run a player out of stamina in a 1v1 encounter is stun them a few times, then they are just bad. Game shouldnt be balanced around that. You did have a chance to defend yourself: it was managing your resources properly before the fatal stun. In upper levels of play, the only way you will kill a decent player is by lining up your damage with a properly timed stun. And that does take a degree of awareness and execution.
Do you ever play a magicka build in no-CP? Break free is more expensive, dodge roll is more expensive, block is more expensive, and both your stamina regeneration and pool size are lower.
Fine? Whole gameplay based on stun and burst? Wheres skill in that if all you have to do is repeat stun few times and finally your opponent cant break it and will soak up all damage without chance to defend himself and die. 0 player skill needed for such gameplay.
If all you have to do to run a player out of stamina in a 1v1 encounter is stun them a few times, then they are just bad. Game shouldnt be balanced around that. You did have a chance to defend yourself: it was managing your resources properly before the fatal stun. In upper levels of play, the only way you will kill a decent player is by lining up your damage with a properly timed stun. And that does take a degree of awareness and execution.