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Enduronex.4865

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Everything posted by Enduronex.4865

  1. Looks like the State of PvP will continue to be "really, really unfortunate."
  2. You can't "deal" with chain CCs when they exceed your stun-breaks or when stun-breaks are vain responses to them (1/4 second dazes, for instances) and when the other player has more mobility than you. You should at least be able to run away - but often times, immob spam or just the plain fact that one class is faster wins. That's not skill-based.
  3. Oh for sure - all skills should have some damage component to them. With all the changes that have happened since February 2020's balance patch, I'm not sure if "CCs shouldn't do damage" is even actually a rule. Prime Light Beam got some of its damage back; lightning rod does damage; Explosive Entrance does damage even if a CC skill is used to apply it; The Tornado skills on elementalist and engineer elites are so intertwined with damage and CCs that its hard to say they are separate from one another; etc. Overall, a lot of skills need better telegraphing anyway. The fact that I can 8K people with regularity with Spinal Shivers and there isn't some visual animation at range for such a short wind-up is actually quite ridiculous for how devastating of a hit that can be. But that's not even the worst - I think skills like Gunflame that can do 10K+ and are regularly unblockable are completely broken. No skills should hit for more than 6K in a single hit, precisely because they can be combined with Unblockable stacks or other damage-avoidance mechanics (resistance for immobilized and blind). All skills that hit that hard need more counters or avoidance-mechanics to work. This cannot be substituted with arbitrarily long cooldowns (in the past, 300 second trait cooldowns) otherwise people won't use them. Among other things, 1500 range skills are another problem - they cannot be offensively countered back in the vast majority of situations. Things like mortar kit are okay because of how long the projectiles are visually depicted, but ranger longbow skills that home in on foes can be stacked with the ranger elite and quickness and unblockable stacks and end up doing 20K in like 1 second that cannot effectively be blinded, reflected, or blocked. IT means only evades, if you had not used them to avoid 8K mauls or pet skills which can do omega damage. A lot of these factors that hold strong synergy are often overlooked in balance discussions and instead people focus on individual skills as if they don't go hand in hand. They do, though.
  4. OP is correct; do you dregs all know why? Because CC chains, even if in a 3v1, remove the *skill* aspect of competitive game modes. What do I mean by that? Well, if a 2100 rated player is stuck in the same CC chain that a 1200 rated player is, no matter what they do, the outcome is determinative by the CC-chain attacking foes, not by the playstyle or skills of the CC-chained player. In other words, it makes skill meaningless. In order for a balanced PvP game environment, all CEs (control effects) MUST have an internal cooldown per player of at least 1 second. I don't want to hear anyone whining about "Oh but stunbreaks exist" - Stunbreaks are absolutely insufficient because normally, most classes only have access to 3 at fairly large cooldowns (with some exceptions for some classes having heal and elite skill stunbreaks and some classes having multi-count or f-row skills that function as their stunbreaks, too). The stunbreaks permitted are not enough when a person can do 3+ CEs in a row or more, which quite a few classes can pull off. Also, stunbreaks should never be considered a solution to Etreme Short Duration (ESD) CEs, like 1/4 second and 1 second dazes. At the same time, chilled should not increase CE duration. It should be fixed from the start and not impacted by Chilled.
  5. This might be a mismatch between 59.97 fps on monitor and 60 fps in game refresh of unlocked.
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