PVP combat *Long Read – For Developers & Players*
I’m writing this thread because adjusting the three mechanics mentioned in the subject will have the biggest positive impact on how combat operates specifically for PVP, while conversely having little or no negative impact for PVE.
I tried to find where I originally read the concept I’m going to discuss here, not that its particularly original, but it comes up a lot when Wizards of the Coast talks about why they’ve banned specific magic cards over the years, what justifies banning a card from constructed play, and what types of game mechanics are; “unhealthy”, “unfun”, or “oppressive”.
For those not familiar with Wizards of the Coast they’ve been designing a trading card game called Magic: The Gathering since 1993, which is hailed by many, including myself, as the most successful trading card game franchise ever, with over 20 million players worldwide.
Basically, my takeaway from their understanding of preventing Imbalance boils down to understanding this statement; the only thing less fun than losing a game is never getting to play that game at all. What’s important about this thought is the inevitable conclusion; if I don’t get to play the game, while I’m playing the game, why bother playing the game at all? The statement highlighted in bold struck me specifically for the first time when I was learning to PVP.
Before I continue, I just want to say up front these suggestions aren’t an attack against players who use stuns, stamina characters, or anyone specific class type. This is a fundamental issue; some builds benefit more from this than others at times but that’s not what’s important to focus on right now. I use stuns and I’ve played stamina characters before; I genuinely don’t mind what you’re playing if it’s in line with the rest of the options out there. Honestly if you’re really that good of a player you shouldn’t even need to play with a stun effect, in the current meta you’d be crazy not too but just putting that out there.
My goal here is to highlight how Crowd Control effects (CCs); hide imbalance in combat, which inherently makes trying to balance a game not very effective, prevents people from playing the game, and enables low skill game play. Seriously you could probably justify not having any stuns in the game at all; excluding maybe clause stuns, i.e. you CC the target if these limiting criteria occur because it’s utilized in PVE as an interrupt mechanic, and its usually balanced in PVP scenarios.
Obviously, you probably couldn’t just remove CC’s and not make any other changes but solving the problems are for the developers all I can do here is try to address a problem and show people why it’s an issue and what it’ll ultimately do to the game and community.
Hard Crowd Control – STUN, FEAR, KNOCKBACK, KNOCKDOWN
This has probably happened to everyone at some point. You get CC’d for a few seconds, which means you literally can’t do anything for the duration of the stun if you can’t break free. The enemy can use any attacks doesn’t really matter while you’re lying there on the ground, you just sit and watch your character die. I typically just put my controller down and wait.
Now in my opinion I don’t think that’s fun for either player, but more importantly I think this mechanic will eventually make people ask the question, well why bother playing if I eventually die to being CC locked? I want to earn my kills, getting a kill while my opponent isn’t engaged and fighting back is like beating someone when their controller batteries die, you do a rematch because of course you beat them; they couldn’t play the game.
Some people out there will justify this by saying the CC locked player didn’t manage their resources, which I don’t agree with. What that statement means is the player wasn’t a stamina character and that’s why they died. I could understand how CC’s probably found their way into PVP originally, they’re particularly effective when someone is; block camping on a tank, or outnumbered. I don’t want to go too in depth on this because they’re already in the game, so I hope they were enabled in PVP for a reason to keep something in balance or at least at some point in time this was the case.
I noticed the developers have started to realize CC’s might not be such a great idea, particularly when used by aggressive players. The destructive touch ability no longer grants a stun on the shock staff. Still more concerning are abilities that remain like Shield Charge/the morphs…. Gap Closer at 22m, Deals Damage, Stuns for up to 6 seconds potentially, and - and grants a damage shield. ZOS has already established how impactful and powerful gap closers are, why does a gap closer have a 6 second stun, that also deals damage? Please don’t respond to this and tell me that distance is a clause because that’s not a drawback.
Now let’s clarify something here; Lotus Fan, right? No longer stuns, again, or… doesn’t matter, want to know why it was too good with a stun? *Whispers* Stamina players could use this ability to deal more damage than Shield Charge without it taxing their stamina, because how many times do you need to gap close an opponent that can’t sprint for more than 7 seconds without being able to Break free. Want to know what the real issue with the ability was? It was a CC effect without a drawback on a ranged ability, coupled with damage.
Piercing Javelin, Bolt Escape, hmm… what do these two things have in common? Oh my god those abilities are used on the only two classes outperforming the other classes, why? The other classes don’t have comparable abilities! Range, Damage, and CC WITHOUT CLAUSE ON IMPACT, seriously this has to be a big no no going forward. Please don’t make abilities like this and please at a bare minimum put a clause on and adjust the ones that are out there across the board no exceptions.
But you forgot Leap, no that’s an ultimate ability which is a major limiting factor, the ability is extremely good to be honest, but I don’t think the CC is an issue. The reduced cost, and the damage shield are an issue, I don’t think the ability is 110 ultimate ability, minimum of 150, to prevent it from being spammed. The damage shield… and this is the kind of stuff that rubs me the wrong way. Why should you need a damage shield if you just double CC’d everyone in the immediate area? Oh you mean you sometimes don’t get everyone? That’s okay here’s a 100% damage shield you can have while you wait for the rest of the group to run in and ult dump on a bunch of CC’d people. The ability I think is supposed to be used by tanky builds, but the damage shield enables non-tanky builds to over utilize the effects of the ability offensively without a drawback.
Seriously look at the Bone Totem; Remote Totem doesn’t deal damage, but it also doesn’t give an immediate fear on impact. Agony totem deals damage BUT with a synergy clause, plus its stationary, but the fear isn’t on impact. What did they have to do? They had to buff it and give in continued fear pulses, but CRUCIALLY note that they didn’t give it fear on impact.
But dude it’s not that big of a deal all you have to do is use Break Free.
If its not a big deal, then just give EVERYONE access to a passive that grants full immunity to ALL CC effects that stop you from playing the game; STUN, FEAR, KNOCKDOWN AND KNOCKBACK.
Break Free
If you don’t want to give everyone CC immunity then take away the cost of Break Free, it already increases the minimum duration of all the CC’s with an animation effect, which is a major drawback, why should it even have a cost, sometimes it winds up acting as an increased duration for the CC clear and you PAY FOR IT? Get a grip.
The base stamina bar with CP in U23 is 9549. The base cost of Break Free is 5400. THAT MEANS YOU GET 1 BREAK FREE. What’s the average stamina player bar, maybe around 35K on the lower side? At 35K stamina you get 6 break frees, 6 times more than someone not spec’d into stamina, and not to mention you gain access to a whole entire other resource bar that you don’t have to use if you don’t want to, but seriously if you can why not slot 1 or 2 magicka abilities that do the same thing your stam abilities do, because then what happens? Break free essentially becomes free! Why because you don’t have to use all stamina abilities, because there’s no consistent drain on magicka which means you can over utilize regeneration stats. Imagine what this is like after factoring in regen and cost reductions from CP and items sets.
If you’re a magicka player, the compounded obverse; you essentially lose access to a secondary resource to use alternative abilities, which means, and this is very important, BOTH your magicka and stamina bars are being overtaxed compared to stamina, plus you can’t really utilize stamina abilities without the major drawback of being CC’d, this is before we even consider; sprinting, and blocking WHICH YOU DON’T REGENERATE STAMINA WHILE USING, which is correct for obvious reasons but it means what little stamina regen you do get is literally worthless. Forget about dodge rolling, or even accidentally bashing which will now cost stamina even if you miss, wave goodbye to 1/5 of your stamina bar.
Seriously this is the second fundamental imbalance in the game and honestly, it’s a pretty significant imbalance; magicka players have both resources being overtaxed, without comparable regeneration, with access to fewer abilities, they really can’t use stamina abilities, all while you have the drawback of getting CC locked 6 times faster than stamina characters at base, this disparage gets worse once you start factoring in regeneration and cost reductions. Most importantly though, not being able to Break Free…STOPS YOU FROM BEING ABLE TO PLAY THE GAME.
Well why don’t you just spec some resources into stamina? Well why shouldn’t I just play a stamina character instead right, if I have to give up dealing offensive damage, or god forbid give up sustain to add some stamina to my bar, and for what 2 extra break frees after cost reductions, so stamina characters will only be able to CC you 3 times faster than you can?
Please remove the cost from this ability.
Sprinting
The base cost of sprint as of U23 is 546 stamina. This means you can sprint nonstop for approximately 17.5 seconds. However, if you need to break free or block after sprinting for 17.5 seconds you die. If you want to hold up just 1 break free, you can’t run for more than 7.5 seconds at base costs and resources, this also means you no longer have access now to; block, bash which also includes an interrupt, roll dodge which is a huge evasion source, or any stamina abilities. Maybe if we never use sprint it’ll be better? Nope, still only get 1 break free at base cost and resources. What if I want to keep up with the rest of my group while we’re in combat out in Cyrodiil? Well if you do that you could get CC locked and die, and if you stray from the group, you’ll still likely have an equal chance of dying so it doesn’t matter do whatever.
What if I need to run away from a player, I’m at a disadvantage to playing against? Oh well no you can’t do that, stamina characters can outrun you 9 TIMES OVER AT BASE COST with a 35K stam pool, if you don’t want to get CC’d which also results in you dying. Hang on… doesn’t that mean that if a stamina character gets engaged in a battle, they’re similarly at a disadvantage fighting that they’ll just be able to grossly outrun or out dodge roll any magicka character? Why yes it does, all they have to do is hold up their stam potion, right which is more stam than your base bar, it also means they outrun anyone with less stamina too, which turns into what, ridiculous starring contests. Who’s going to use the first ability YAY! Who can proc more cost poisons, because that’s REALLY how everyone wants to compete.
But again, what’s the most important thing not being able to sprint does? IT STOPS YOU FROM BEING ABLE TO PLAY THE GAME, less so than the other two admittedly but still this enables already advantaged players to escape fights that they shouldn’t be losing in the first place. Why are we enabling unskilled game play like this? Shoot off a CC, pop a potion, roll dodge away. Nightblades can stealth away as long as they don’t get hit by an AoE, but my god do people complain about it especially stam players, but it’s one of the reasons Magicka Nightblades are viable, Sorcs have streak so they can just streak away from other magicka players or maybe get lucky and stun lock a stam character that over extended. Are you starting to see how the PVP class structure shakes out?
Conclusion
Please in all honesty take a serious look at these 3 fundamental game mechanics that impact everyone and look at what they’re enabling players to do and how it’s effecting meta diversity. So far I think changes have been moving in a direction that’s ultimately going to help balance PVP combat; make all classes comparable so you can actually try and figure out which classes; specifically what abilities and passives are over performing and most importantly why they’re over performing. I think these are probably more fundamental issues that need to be addressed. I get there are a lot of priorities for the game right now, but I seriously think this needs to be one of them. I don’t think it’s a priority right now but I’m hoping this thread will help make it one.
Adjusting these abilities shouldn’t have any significant negative impact on PVP game play when you really stop and think about it, but it really should help bring all builds more into balance. I’d genuinely be surprised if anyone had a legitimate imbalance concern that couldn’t be addressed or adjusted using other game mechanics, that revolved around a change to the three mechanics.
Seriously who’s going to complain about not being able to kill a CC locked player anymore.
1. Hard CC’s on gap closers/abilities than can be used at range, that also have multiple effects, without any drawbacks or limitations are not abilities that should be in game.
2. Break free among other stamina taxes, contribute to magicka players being set at a fundamental and significant disadvantage, purely from a limited resource perspective, especially against stamina players.
3. Sprinting being the way it is means you can’t avoid those imbalanced match ups, if any player has a bigger stamina pool than you, while also not being able to effectively kill people that can just roll dodge away and dodge your abilities once their resources drop too low. Important to note SPEED COMPOUNDS THIS EFFECT BOTH POSITIVELY AND NEGATIVELY. Swift trait nerf.
Most importantly though these things stop people from playing the game, trust me, so please consider adjusting how these abilities operate because it’s in your best interest.