Removing CC Portion Of Skill vs Its Damage — Guild Wars 2 Forums

Removing CC Portion Of Skill vs Its Damage

Are there options to remove the CC portion of some of the abilities across classes versus their condi or damage? Examples like Bulls Charge, remove the knockdown bring back the damage. This ability was also a gap closer. Another example might be spike trap on ranger. Remove the launch and return the condi.

Envy the Madman his musing when Death comes to make fools of us all.
De Mortuis Nil Nisi Bonum.
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Comments

  • Aeolus.3615Aeolus.3615 Member ✭✭✭✭

    I believe cc will maintain and damage will be updated but m8 take time.

  • Yasai.3549Yasai.3549 Member ✭✭✭✭

    They need to make CC less oppressive.

    It's evidently clear after a few days that one other build besides condi bunker is doing very well, and that is CC spam builds.

    They can lock someone down after their pathetic minute long cooldown stunbreaks and continue to lock them down while using auto attacks to kill.

    Some are even Condi builds which makes things worse.

    CC needs to be toned down and CC chaining needs to have some sort of diminishing effect so it isn't just spammed and cclocking other players.

    If I play a stupid build, I deserve to die.
    If I beat people on a stupid build, I deserve to get away with it.

  • Aeolus.3615Aeolus.3615 Member ✭✭✭✭

    Stability felt useless.

  • Jski.6180Jski.6180 Member ✭✭✭✭

    They should of realty put more though into that on some of the skills as they where main chose of dmg and less cc tools for the respected classes.

    See ELE forms and you will get my views.

  • TheGrimm.5624TheGrimm.5624 Member ✭✭✭✭

    @Jski.6180 said:
    They should of realty put more though into that on some of the skills as they where main chose of dmg and less cc tools for the respected classes.

    This is exactly where this post stems from. Taking Bull's Charge and Spike trap as samples, when Bull's Charge damage was reduced in the past it didn't always make the cut to be used. Spike trap was used less for the launch and more for the bleed. The launch was a value-add especially when traited with Druid and root that it brought along.

    Envy the Madman his musing when Death comes to make fools of us all.
    De Mortuis Nil Nisi Bonum.
    TheGrimm PoTBS/GW1/WAR/Rift/GW2/MWO/ESO/WoT/WoW/D2/HoTS/Civ6/CU/AoC

  • They need to split cc made for interupt and hard cc... Right now all we have is hard cc with 1sec+ duration of all types. If 80% of that hard cc is made to just 1/4 daze interupt purposes than it could have dmg back (for example dmg of auttoattack+short daze for interupt). Right now cc which is usally reducing spam is spammed and thats problem. If cc skills are reworked for 1/4 daze interupt and keep few hard cc per class than we could have dmg back. Hard cc is not reducing spam and is spammed which because there is no line between interupts and locking targets since each cc is too long duration. If its mostly reworked in fast daze for interupt than we would also not need to take 2-3 stunbreaks as must.

  • Fueki.4753Fueki.4753 Member ✭✭✭✭

    It's clear that Arenanet wants CC to remain as oppressive.
    The nerfs to stability and the removal of damage on weapon skills (rather than removing the CC effects) are sufficient proof of that.

  • vesica tempestas.1563vesica tempestas.1563 Member ✭✭✭✭
    edited March 13, 2020

    Yeah the gameplay is rough at the moment, constant cc disrupts fluid gameplay, and if you are targeted by more than 1 player its a mess

    "Any path that narrows future possibilities may become a lethal trap. Humans do not thread their way through a maze; they scan a vast horizon filled with unique opportunities." - The Spacing Guild Handbook.

    Beware the meta!