This is not fun gameplay. In a matter of one second I was stunned then melee snared then charge snared. To my surprise there was no procset involved just regular 'ole bad game design. The time to kill in this game is uselessly short. Ya, I know, I know "git gud" and "l2play", to those that say that I say "go *** yourselves". Being killed in 1 second because you cannot defend yourself is horrible game design. Even if I could have weapon swapped, which is broken half the time, I would have died in 1.5 seconds, instead. I just don't know why anyone thinks this is fun. From either end of it. It's not a challenge for the person "winning" that fight.
We need longer immunity to all character disabling effects, at least 20 seconds. Loss of character control should not be insta-death. God damn, I miss Star Wars Galaxies.
RainfeatherUK wrote: »Yet another special snowflake trying to dumb down character interplay and combat to nothing more than baby mode, spamming one button whilst being immune to everything in the process.
20 seconds immunity? Sureee. Feel free to quit if you don't like it. Game is already snoozy enough in PvP compared to past PvP games I've played. Which by the way had FAR more CC and hard CC than this game.
Its a core staple of MMO design and class balancing/diversity. Don't like it? Good for you. Don't let the door hit you on the way out.
The time to kill in this game is uselessly short. Ya, I know, I know "git gud" and "l2play", to those that say that I say "go *** yourselves". Being killed in 1 second because you cannot defend yourself is horrible game design.
The time to kill in this game is uselessly short. Ya, I know, I know "git gud" and "l2play", to those that say that I say "go *** yourselves". Being killed in 1 second because you cannot defend yourself is horrible game design.
The time to kill is short if you're a terrible player or running a terrible build. It's funny, I find that neither myself or the people I play with ever die in a second unless the ratio is at least 6:1 against us. So is the problem a game design issue or a user issue? As I always say, can't cater to the lowest common denominator.
You adjust the game so that the worst players can stay alive without putting a ounce of thought into learning how to play, and you'll make decent players unkillable. The onus is on you to learn and develop as a player, not for the game to be designed around your inability to cc break and mitigate damage.
In summary: get good and l2p.
The time to kill in this game is uselessly short. Ya, I know, I know "git gud" and "l2play", to those that say that I say "go *** yourselves". Being killed in 1 second because you cannot defend yourself is horrible game design.
The time to kill is short if you're a terrible player or running a terrible build. It's funny, I find that neither myself or the people I play with ever die in a second unless the ratio is at least 6:1 against us. So is the problem a game design issue or a user issue? As I always say, can't cater to the lowest common denominator.
You adjust the game so that the worst players can stay alive without putting a ounce of thought into learning how to play, and you'll make decent players unkillable. The onus is on you to learn and develop as a player, not for the game to be designed around your inability to cc break and mitigate damage.
In summary: get good and l2p.
HorrorShow wrote: »I hate all forms of CC. Honestly I think I need to make a pvp spec that does no damage and just spams different CC. Get enough rage quits out there and maybe they will change it.
redshirt_49 wrote: »This is not fun gameplay. In a matter of one second I was stunned then melee snared then charge snared. To my surprise there was no procset involved just regular 'ole bad game design. The time to kill in this game is uselessly short. Ya, I know, I know "git gud" and "l2play", to those that say that I say "go *** yourselves". Being killed in 1 second because you cannot defend yourself is horrible game design. Even if I could have weapon swapped, which is broken half the time, I would have died in 1.5 seconds, instead. I just don't know why anyone thinks this is fun. From either end of it. It's not a challenge for the person "winning" that fight.
We need longer immunity to all character disabling effects, at least 20 seconds. Loss of character control should not be insta-death. God damn, I miss Star Wars Galaxies.
CC immunity isn't working properly atm, ZOS did say they were looking into that.
Also, SWTOR has a system where being stunned too many times in a row will give you "resolve" that takes like 20-30 seconds to deplete and grants total immunity to all controlling effects like snares, stuns and knockback. This has neatly resulted in players deciding carefully whether they want to use that CC now, lest they give the enemy total immunity at a very bad time.
The time to kill in this game is uselessly short. Ya, I know, I know "git gud" and "l2play", to those that say that I say "go *** yourselves". Being killed in 1 second because you cannot defend yourself is horrible game design.
The time to kill is short if you're a terrible player or running a terrible build. It's funny, I find that neither myself or the people I play with ever die in a second unless the ratio is at least 6:1 against us. So is the problem a game design issue or a user issue? As I always say, can't cater to the lowest common denominator.
You adjust the game so that the worst players can stay alive without putting a ounce of thought into learning how to play, and you'll make decent players unkillable. The onus is on you to learn and develop as a player, not for the game to be designed around your inability to cc break and mitigate damage.
In summary: get good and l2p.
To clarify, I'm terribad and have a terrible build because after breaking free from the stun, I was then snared by 2 different snares and killed while trying to roll dodge away and swap bars to get a heal off?
RainfeatherUK wrote: »Yet another special snowflake trying to dumb down character interplay and combat to nothing more than baby mode, spamming one button whilst being immune to everything in the process.
20 seconds immunity? Sureee. Feel free to quit if you don't like it. Game is already snoozy enough in PvP compared to past PvP games I've played. Which by the way had FAR more CC and hard CC than this game.
Its a core staple of MMO design and class balancing/diversity. Don't like it? Good for you. Don't let the door hit you on the way out.
Drummerx04 wrote: »The time to kill in this game is uselessly short. Ya, I know, I know "git gud" and "l2play", to those that say that I say "go *** yourselves". Being killed in 1 second because you cannot defend yourself is horrible game design.
The time to kill is short if you're a terrible player or running a terrible build. It's funny, I find that neither myself or the people I play with ever die in a second unless the ratio is at least 6:1 against us. So is the problem a game design issue or a user issue? As I always say, can't cater to the lowest common denominator.
You adjust the game so that the worst players can stay alive without putting a ounce of thought into learning how to play, and you'll make decent players unkillable. The onus is on you to learn and develop as a player, not for the game to be designed around your inability to cc break and mitigate damage.
In summary: get good and l2p.
To clarify, I'm terribad and have a terrible build because after breaking free from the stun, I was then snared by 2 different snares and killed while trying to roll dodge away and swap bars to get a heal off?
I mean short of being Xv1ed by decent players coordinating targets and burst, yeah. On average with decent gear and near capped CP you should be able to handle something like that without dying in 1 second.
1vX require you to be X times better than the group. In short very good.Welcome to Cyrodill. If you're wearing anything but heavy armor, proc sets or you're not an invisible nightblade every 1vX is insta death.