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CC Skill Need More Damage


Amino.5176

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4 hours ago, Junkpile.7439 said:

Cc skills could do lot's of damage if enemy have stability and only cc if enemy doesn't have stability 🤓

I think this is right idea! And it would scale up depending how much stacks of stability present. 
And as bonus, for WvW this scaling could be even greater. So boonball comm could be oneshoted by one CC skill.
Would be wonderful.

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5 hours ago, Junkpile.7439 said:

Cc skills could do lot's of damage if enemy have stability and only cc if enemy doesn't have stability 🤓

 

49 minutes ago, Ragazm.6018 said:

I think this is right idea! And it would scale up depending how much stacks of stability present. 
And as bonus, for WvW this scaling could be even greater. So boonball comm could be oneshoted by one CC skill.
Would be wonderful.


I think I second this idea too. Maybe Anet could consider adding tradeoffs to stability (in PvP and/or WvW) so that if you reach a certain threshold of stacks of stability, you get a higher amount of damage from cc skills, which would scale depending on how many stacks of stability you have beyond that certain threshold. This will encourage more reactive use of stability-providing skills as well as allowing a little bit more counter-play to groups that constantly have stability.

Edited by Astralarius Zenith.6879
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ANet already explained how they design/balance abilities, but in case you never saw the stream, lemme summarize it simplified. 

Every skill-effect has a designated "value" that you could express in "points". For example: 1 sec of Stun is x amount of points, 100 damage is y amount of points and so on for everything a skill can do (damage, Stun, movement-impairing conditions, damaging condition, other skill-facts, whatever you can imagine). If you add up all the points for any skill (for example, a skill that applies bleed and cripple you add up the points for bleed and cripple adjusted for the duration they are applied), you will result in the same sum of points for every skill.

So there could be a skill, that deals only strike-damage, but nothing else. This skill will have the highest damage-value possible, as it has no other side-effects. 
If you add for example weakness-application on hit to that, the damage of the skill will go down. 
If you add a damaging condition to it, the damage will go down by a different amount. 
If you have a skill that stuns, but you later add damage, the stun duration or other side-effects will go down. 

Since CC is especially strong in competetive, it is only logical to reduce the damage, otherwise you exceed the "point-limit" for said skill. 

Side-Note: this may not have always been the case, but that is the most recent explanation ANet directly gave us on how they are balancing skills. This also doesn´t mean that there can be no exception, or that weightings are fully set in stone. But it is intentional that (due to the massive strength in competetive), a heavy-CC skill will deal no damage as tradeoff. 

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11 hours ago, Custodio.6134 said:

ANet already explained how they design/balance abilities, but in case you never saw the stream, lemme summarize it simplified. 

Every skill-effect has a designated "value" that you could express in "points". For example: 1 sec of Stun is x amount of points, 100 damage is y amount of points and so on for everything a skill can do (damage, Stun, movement-impairing conditions, damaging condition, other skill-facts, whatever you can imagine). If you add up all the points for any skill (for example, a skill that applies bleed and cripple you add up the points for bleed and cripple adjusted for the duration they are applied), you will result in the same sum of points for every skill.

So there could be a skill, that deals only strike-damage, but nothing else. This skill will have the highest damage-value possible, as it has no other side-effects. 
If you add for example weakness-application on hit to that, the damage of the skill will go down. 
If you add a damaging condition to it, the damage will go down by a different amount. 
If you have a skill that stuns, but you later add damage, the stun duration or other side-effects will go down. 

Since CC is especially strong in competetive, it is only logical to reduce the damage, otherwise you exceed the "point-limit" for said skill. 

Side-Note: this may not have always been the case, but that is the most recent explanation ANet directly gave us on how they are balancing skills. This also doesn´t mean that there can be no exception, or that weightings are fully set in stone. But it is intentional that (due to the massive strength in competetive), a heavy-CC skill will deal no damage as tradeoff. 

But then they gave Earthshaker it's damage back, with no other adjustments, so that tosses this entire theory out the window. And then they have something as stupid as Explosive entrance that auto procs on attack, no cooldown, refreshes on dodges and multiple trait enhancements, but doesn't get hampered with a missing dodge, but oh mirage does. All they really did was remove most damage from cc skills and called it a day, because those skills were doing too much!.... then goes and continues to create more skills that do too much. I highly doubt they have any real strict guidelines in place, and certainly no boundaries as to what a class should or shouldn't have access to.

Edited by Xenesis.6389
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Lets say CC does a ton of damage if stab is present. Then that has to work the other way around too. Strikes will do a ton of CC if blocked or reflected. So, everyone inside a bubble will get CC when the bubble gets hit. Everyone except those inside the bubble who also have stab. Those will get a ton of damage instead of CC. 😁

Edited by MaLong.2079
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9 hours ago, Custodio.6134 said:

ANet already explained how they design/balance abilities, but in case you never saw the stream, lemme summarize it simplified. 

Every skill-effect has a designated "value" that you could express in "points". For example: 1 sec of Stun is x amount of points, 100 damage is y amount of points and so on for everything a skill can do (damage, Stun, movement-impairing conditions, damaging condition, other skill-facts, whatever you can imagine). If you add up all the points for any skill (for example, a skill that applies bleed and cripple you add up the points for bleed and cripple adjusted for the duration they are applied), you will result in the same sum of points for every skill.

So there could be a skill, that deals only strike-damage, but nothing else. This skill will have the highest damage-value possible, as it has no other side-effects. 
If you add for example weakness-application on hit to that, the damage of the skill will go down. 
If you add a damaging condition to it, the damage will go down by a different amount. 
If you have a skill that stuns, but you later add damage, the stun duration or other side-effects will go down. 

Since CC is especially strong in competetive, it is only logical to reduce the damage, otherwise you exceed the "point-limit" for said skill. 

Side-Note: this may not have always been the case, but that is the most recent explanation ANet directly gave us on how they are balancing skills. This also doesn´t mean that there can be no exception, or that weightings are fully set in stone. But it is intentional that (due to the massive strength in competetive), a heavy-CC skill will deal no damage as tradeoff. 

Honestly, while there is some truth in that explanation, it boils down to "We try to make a single thing not do too much."

Which is a pretty... basic (I dare say obvious) approach of balancing a game. I think (and hope) they take much more than a few skill properties into consideration, because context, opportunity cost etc. matter. One skill within one profession / class can be underpowered or overpowered depending on what else is accessible.

So it's not as simple as "CC should (not) do damage". I think they removed damage from CC too broadly (but also not thoroughly, which left some players wondering). Now they're reverting that in some cases.

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On 3/3/2023 at 10:04 AM, Amino.5176 said:

CC Skill Damage only 9 or 12 very low...

💯  No No No.

 

In WvW there are already too many builds that can do over the top insane damage while putting out cc's. Why the heck would you want to increase the numbers of people being downed in single burst?

Absolutely No.

 

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On 3/3/2023 at 7:04 PM, Amino.5176 said:

CC Skill Damage only 9 or 12 very low...

Let me rephrase it for you: "Make CC skills so broken, they would be A MUST, because they not only give you window to deck your enemy in the face, they hit your opponent in the face as well. Can you see, how this could be very broken?

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