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.
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.
So you suggest solo players should be stunnable immediately after breaking free so they are stunned non stop without ever having control over their character. Seems fair to not even let outnumbered players control their characters and kill players that cant defend themself,
There is cooldown on stunning, it is just on stunned target and not on stunner.
There is nothing problematic with stunning abilities not having a cooldown, fossilize spamming players one by one is not very effektive nor is spamming aoe stuns on players stun immune after first cast.
1vX is nearly extinct and the less 1vXer there are left the more haters hate them denying their right to exist and want to extinct them. Most 1vXer do only enter Cyrodiil with group if at all now. Only players with no friends available and masochist play solo.
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.
Overall tankiness of 1vX builds is Only high compared to the uncompetitive players they fight when played by a competitive player but compared to other competitive build types they are not that tanky and annoying to fight.
Duelling builds are maybe less survivable in 1vX than 1vX builds but in duell they are harder to kill as they keep you in defense with high pressure and heal also have higher
Permablock tanks are much tankier than 1vXer and can tank 20 players without LoSing.
Healers are usually also tankier than 1vXer as they dont need to kill anyone.
Warden are already tanky 1vXer alone but as Smallscaler group with crosshealing they become so much tankier than any 1vXer.
Ballgroupbuilds are maybe easy to kill but they are never alone and in ballgroup are much tankier than same or even multiple times the number of 1vXers.
Gankers are usually squishy but that does not help you much because you cant attack them because outside of oneshoting you they are not there.
Bombers are easy kill if you find them as they are not build for it but usually you wont and they can kill much larger groups than 1vXer and althought they dont annoy me they annoy zerglings.
NotPvPer and Zerglings use all kinds of trashbuilds or PvE builds therefore many of them are easy to kill in equal numbers but Zerglings .
Zerglings also often use permablocktank, healer or ganker(dd) builds.
There are also professional zerglingbuilds intended to more effektively Xv1 players running away or actively defending themselves and not die against outnumbered players/1vXer/bomber even when failing to avoid their burst.