Another thread here prompted me to think about the problematic crowd control issue in BGs and Cyrodiil. The player character must successfully break-free or dodge roll to counter the crowd control effect; hence receiving their CC immunization. What I would like to propose is changing when the player character receives the CC immunization to the following:
Upon being effected by a crowd control effect (knock-back/down, stun, immobilization, or snare) the player character immediately receives a 10 second CC immunization status THAN successfully breaking out or dodge rolling to avoid the detrimental effects of the crowd control.
The proposed change would restrict how many crowd control effects affects the player character simultaneously. Therefore, reinforcing the direction to have reactive and dynamic game play in PVP by selective usage on crowd control skills: when, where and how their applied in lieu of the risk that other players may be counter-productive to their crowd control --> burst damage combination.
That said, I present the proposal for discussion with others.
Another thread here prompted me to think about the problematic crowd control issue in BGs and Cyrodiil. The player character must successfully break-free or dodge roll to counter the crowd control effect; hence receiving their CC immunization. What I would like to propose is changing when the player character receives the CC immunization to the following:
Upon being effected by a crowd control effect (knock-back/down, stun, immobilization, or snare) the player character immediately receives a 10 second CC immunization status THAN successfully breaking out or dodge rolling to avoid the detrimental effects of the crowd control.
The proposed change would restrict how many crowd control effects affects the player character simultaneously. Therefore, reinforcing the direction to have reactive and dynamic game play in PVP by selective usage on crowd control skills: when, where and how their applied in lieu of the risk that other players may be counter-productive to their crowd control --> burst damage combination.
That said, I present the proposal for discussion with others.
10s cooldown on every single effect CC yikes. We'll go back to megafast stambuilds running through the wilds and everyone else being kind of ***
I said this 2 years ago, still a good idea tho
ForgottenEntity wrote: »Don’t know about a successful roll dodge granting immunity (might be a bit to much for classes like DK)
But I wholeheartedly agree that the CC immunity should be applied once your CC’d and not when you break free (elsewise you end up with your average mage builds getting chain CC’d endlessly due to the ridiculous 5k+ Stam cost to break free)
imo its a good idea but the cool down should be shorter.
Why i think its a good idea? Because its often the group vs 1 that causes most complaints. but at the same time, in a 1 vs 1 situation 10 sec would be to long.
5 sec however, with no cool down on its re-applying. will force more play instead of just forcing a target still to pound it in the ground.
there are sets that mitigate cc effectiveness so it would kind of balance out.