Overedge.2435 Posted August 10, 2022 Share Posted August 10, 2022 This post is solely from a WvW standpoint and doesn't take into account PvE or PvP any more than balance changes to those modes take WvW into account. There are many facets of WvW's recent balance patches that significantly benefit numbers over skill, such as the heavy preference towards boonballing, but this post is specific towards CC and Stability. The simple math is that larger groups have more CC and more Stability, meaning that they will simply face-tank and overpower a smaller group's Stability while effortlessly shrugging off the smaller group's CC, before simply rolling over them with no resistance. Meanwhile, the smaller group has little choice but to sit there and watch themselves be rolled over because their ability to play has literally been taken away from them. I feel this, and any style of gaming that revolves around taking away another person's ability to play, is in poor taste and shouldn't be encouraged, or at least shouldn't be as easy as it is. I propose that CC and Stability should be looked at for a potential rebalance. Stability is far too important of a boon for how restricted the access to it is in many cases. I mean yes, every class has some access, but most cannot realistically apply enough of it to withstand most CC bombs. If you break down attack types into strike, condi, and CC, Stability is the sole defense against CC, and needs to be as accessible as toughness and vitality are in order to mitigate incoming attacks. Sidenote: though it isn't exactly the same, access to Resistance also needs to be increased. Aside from simply adding Stability sources to all classes, I propose a new effect, similar to the way that when you break Stealth you are unable to re-stealth for a few seconds (via automatic application of Revealed). This effect would trigger when you use a stun break, and basically make it to where you are unable to be affected by CCs for X amount of time after using a stun break ability. This rewards using a defensive ability actively and drastically reduces the chance of "wasting it" in the middle of a big CC bomb where you'll just be immediately hit by another CC after breaking the first one. Another option, but one that would probably be far less popular, could be giving all player characters a small defiance bar. The strength of this bar could be tied into the Armor stat (determined by a mixture of toughness and vitality), and even the largest possible bar would only protect against like two, maybe three CCs. But, it would still allow players an opportunity to react instead of being immediately and permanently rendered helpless. I also feel that the amount of AOE CCs should be reduced, but I'm less interested in nerfing things that are potentially too strong than I am in bringing weaker abilities up to match the current power levels. Again, this is being proposed mainly as a way to get away from the ability of a larger group of players literally removing the ability of a smaller group of players to play the game by keeping them stunlocked. There are other aspects of WvW that also exponentially benefit larger groups to the detriment of people who don't like that style of gameplay, but that can wait for another post. I'm interested in what others think in regards to this. I know that a lot of zerg players probably don't see as much of an issue with it, but my perspective is from that of a havoc player and occasional roamer who doesn't really enjoy zerg gameplay. I think that changes like these could actually make zerg vs zerg more exciting as well, since the two zergs would get to do more direct fighting. 5 2 Link to comment Share on other sites More sharing options...
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