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How would you like to see CC fixed?


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Absolutely nothing needs to be changed about the CC system. For these reasons:

  • Game was designed around the use of the same CCs that are being used now, outside of a few new weapon skills and a few traits on a few classes. If anything needs to be fixed, it's specializations and the weapons they added, not the entire CC system.
  • Trying to change the entire CC system now after so many years, would create such enormous imbalance in other areas of the competitive mode which has been balanced around those CCs, that it would take years to reach a new balance, if it ever happened at all. Be careful what you ask for in the forum.
  • Right now the CC system is how you kill other players with precision and higher level skill. Bad players don't time CCs right, Good do players do. This is the difference between playing a strong DPS role or an intermediate DPS role, CC play. If these CCs were to be dumbed down to such a degree as suggested in this thread, it would be similar to when HoT suddenly began granting every boon to every class, and the game turned mindless and spam oriented, rather than stop and think about what you're doing oriented. In other words, dumbing down CCs is going to make them less important an the game is going to slip further down the mindless spiral of "just push keys and hope the math of my character beats the math of the other character", because CCs won't matter much anymore.
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cooldowns & animations of CC skills need to be adjusted, that’s all

this whole game just needs huge nerfs to all classes to bring damage, CC & sustain back to pre specialisation days. no new systems are needed, just a ton of nerfs

adding more stun breaks is just more powercreep, which doesn’t help. it’s how we ended up in this place

both diminishing returns to CC & temporary immunity are going to cause huge issues in team fights. remember this is a solo queue game now, so CC won’t be coordinated- so having an ally be able to ruin your stunlock will send sodium levels the roof. they are awful ideas for this game

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@Exedore.6320 said:Adjust CC skills to give proper risk (cast time, cooldown, how easy it is to land) vs. reward (damage, duration).

Definitely valid. The scope or work may mean that it never happens if the Dev team has to revisit every skill that disables. Seems worthwhile though.

@"Trevor Boyer.6524" said:

  • Right now the CC system is how you kill other players with precision and higher level skill. Bad players don't time CCs right, Good do players do. This is the difference between playing a strong DPS role or an intermediate DPS role, CC play. If these CCs were to be dumbed down to such a degree as suggested in this thread, it would be similar to when HoT suddenly began granting every boon to every class, and the game turned mindless and spam oriented, rather than stop and think about what you're doing oriented. In other words, dumbing down CCs is going to make them less important an the game is going to slip further down the mindless spiral of "just push keys and hope the math of my character beats the math of the other character", because CCs won't matter much anymore.

CC has already been dumbed down to me. I agree with your position, but i think CC spam has become brainless rather than a tactically timed maneuver. I'd like to see the early days brought back when CC timing (and dodging, as the target) did matter.

@choovanski.5462 said:both diminishing returns to CC & temporary immunity are going to cause huge issues in team fights. remember this is a solo queue game now, so CC won’t be coordinated- so having an ally be able to ruin your stunlock will send sodium levels the roof. they are awful ideas for this game

I think you're right, but I do like the idea of a break bar which may add some level of team play or at least be able to see the status of your target.

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DR would be best IMHO. But the real issue is there are no real cast times to most CCs. It just seems once I get stunned or I see someone get stunned insta cast CC follows that.

On thief I feel basi venom is well done. You have to apply it first and then hit with an attack. Other stuns just seem like There is 0 ramp up just they look at me or whoever and stun them 100-0. Damage from those classes could also be nerfed more than likely.

My real issue is how long knockdowns seem to last.

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@omgdracula.6345 said:DR would be best IMHO. But the real issue is there are no real cast times to most CCs. It just seems once I get stunned or I see someone get stunned insta cast CC follows that.

On thief I feel basi venom is well done. You have to apply it first and then hit with an attack. Other stuns just seem like There is 0 ramp up just they look at me or whoever and stun them 100-0. Damage from those classes could also be nerfed more than likely.

My real issue is how long knockdowns seem to last.

you’ll think DR is good until some player ruins your CC combo

then you will hate it

the real thing that needs to be adjusted is cooldowns & cast times. remember warrior hammer? we need the game to go back to being like that

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@"Trevor Boyer.6524" said:Absolutely nothing needs to be changed about the CC system. For these reasons:

  • Game was designed around the use of the same CCs that are being used now, outside of a few new weapon skills and a few traits on a few classes. If anything needs to be fixed, it's specializations and the weapons they added, not the entire CC system.
  • Trying to change the entire CC system now after so many years, would create such enormous imbalance in other areas of the competitive mode which has been balanced around those CCs, that it would take years to reach a new balance, if it ever happened at all. Be careful what you ask for in the forum.
  • Right now the CC system is how you kill other players with precision and higher level skill. Bad players don't time CCs right, Good do players do. This is the difference between playing a strong DPS role or an intermediate DPS role, CC play. If these CCs were to be dumbed down to such a degree as suggested in this thread, it would be similar to when HoT suddenly began granting every boon to every class, and the game turned mindless and spam oriented, rather than stop and think about what you're doing oriented. In other words, dumbing down CCs is going to make them less important an the game is going to slip further down the mindless spiral of "just push keys and hope the math of my character beats the math of the other character", because CCs won't matter much anymore.

You can alter CC without changing the whole system. Think of increasing cooldowns or decreasing duration. CC in this game isnt really benefitted from the most by the best players because they time it right, but it rather became spammable so that bad players can use it effectively as well. Your reasoning in your last paragraph is totally wrong. By making CC-skills less spammable they become more skillful to use. Nerfing =/= dumbing down.

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@choovanski.5462 said:

@omgdracula.6345 said:DR would be best IMHO. But the real issue is there are no real cast times to most CCs. It just seems once I get stunned or I see someone get stunned insta cast CC follows that.

On thief I feel basi venom is well done. You have to apply it first and then hit with an attack. Other stuns just seem like There is 0 ramp up just they look at me or whoever and stun them 100-0. Damage from those classes could also be nerfed more than likely.

My real issue is how long knockdowns seem to last.

you’ll think DR is good until some player ruins your CC combo

then you will hate it

the real thing that needs to be adjusted is cooldowns & cast times. remember warrior hammer? we need the game to go back to being like that

I played a ton of WoW PvP before and after the CC DR. It was honestly a god send. I could see it working a bit. I do not think chain stunning someone 100-0 should be possible. I would honestly give an immunity WHILE stunned so there can be some counterplay and you can't just spam CC on a target.

Your suggestion would also work. I think the main issue people have is being 100-0 and not being able to do anything. Increased cast times and cooldowns would only help somewhat.

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It's hard to say. I feel like the area it is the biggest problem in is WvW. Nobody likes to feel like a pinball. With so much CC in the game, it puts such a hyper-emphasis on Stability, which further cements Guardian/FB into the meta. I think both CC and Stab uptime for certain classes (mainly Firebrand) need to be looked at. Although my knee-jerk response would be to say hell yes to diminishing returns or stunbreaking granting a short CC immunity, it would make slippery classes even slippier, which could be problematic. It's hard to say, because such mechanics make sense in certain facets of the game but not in others.

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@omgdracula.6345 said:

@omgdracula.6345 said:DR would be best IMHO. But the real issue is there are no real cast times to most CCs. It just seems once I get stunned or I see someone get stunned insta cast CC follows that.

On thief I feel basi venom is well done. You have to apply it first and then hit with an attack. Other stuns just seem like There is 0 ramp up just they look at me or whoever and stun them 100-0. Damage from those classes could also be nerfed more than likely.

My real issue is how long knockdowns seem to last.

you’ll think DR is good until some player ruins your CC combo

then you will hate it

the real thing that needs to be adjusted is cooldowns & cast times. remember warrior hammer? we need the game to go back to being like that

I played a ton of WoW PvP before and after the CC DR. It was honestly a god send. I could see it working a bit. I do not think chain stunning someone 100-0 should be possible. I would honestly give an immunity WHILE stunned so there can be some counterplay and you can't just spam CC on a target.

Your suggestion would also work. I think the main issue people have is being 100-0 and not being able to do anything. Increased cast times and cooldowns would only help somewhat.

i don’t know. i come from fighting games, & i’ve never been into the game giving you an easy ride of eating attacks.

if you can played the game before expansions & the trait revamp there wasn’t a big issue with CC. back then cc skills had longer cool downs, longer animations & there was a lot less damage in general

remember we have stunbreaks & stability, so gw2 has a lot of counter play that other games don’t. so i don’t think we need more cc resistance on top of that

honestly we just need animation times, cooldowns, damage/heal values & boon/condi application/ removal adjusted over the board. mostly nerfs, this game needs to be brought back to pre powercreep levels. then we have good gameplay & the variety of elite spec skills. that would be ideal

but honestly i’m expecting another expac of power creep lol. i mean happened twice now, like i mean i see how it’s goin’

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@omgdracula.6345 said:

@omgdracula.6345 said:DR would be best IMHO. But the real issue is there are no real cast times to most CCs. It just seems once I get stunned or I see someone get stunned insta cast CC follows that.

On thief I feel basi venom is well done. You have to apply it first and then hit with an attack. Other stuns just seem like There is 0 ramp up just they look at me or whoever and stun them 100-0. Damage from those classes could also be nerfed more than likely.

My real issue is how long knockdowns seem to last.

you’ll think DR is good until some player ruins your CC combo

then you will hate it

the real thing that needs to be adjusted is cooldowns & cast times. remember warrior hammer? we need the game to go back to being like that

I played a ton of WoW PvP before and after the CC DR. It was honestly a god send. I could see it working a bit. I do not think chain stunning someone 100-0 should be possible. I would honestly give an immunity WHILE stunned so there can be some counterplay and you can't just spam CC on a target.

Your suggestion would also work. I think the main issue people have is being 100-0 and not being able to do anything. Increased cast times and cooldowns would only help somewhat.

I've played WoW for at least 7 years, exclusively pvp and arena, DR was a very healthy part of the game.

In it's current state CC is spammed in GW2 and most skills are low risk high reward. In ranked matches and sitting outside the FFA arena in the lobby, I don't think I saw a single player use a dodge to actually avoid a high dmg or CC skill. Current method seems to be: puke out aoe or hit every key you can, if your target isn't dead cycle through all your defensive skills until you can roll your face across your keyboard again.

Too much CC, and damage is astronomically high across multiple classes. CC should be strategic.

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@AegisFLCL.7623 said:

@omgdracula.6345 said:DR would be best IMHO. But the real issue is there are no real cast times to most CCs. It just seems once I get stunned or I see someone get stunned insta cast CC follows that.

On thief I feel basi venom is well done. You have to apply it first and then hit with an attack. Other stuns just seem like There is 0 ramp up just they look at me or whoever and stun them 100-0. Damage from those classes could also be nerfed more than likely.

My real issue is how long knockdowns seem to last.

you’ll think DR is good until some player ruins your CC combo

then you will hate it

the real thing that needs to be adjusted is cooldowns & cast times. remember warrior hammer? we need the game to go back to being like that

I played a ton of WoW PvP before and after the CC DR. It was honestly a god send. I could see it working a bit. I do not think chain stunning someone 100-0 should be possible. I would honestly give an immunity WHILE stunned so there can be some counterplay and you can't just spam CC on a target.

Your suggestion would also work. I think the main issue people have is being 100-0 and not being able to do anything. Increased cast times and cooldowns would only help somewhat.

I've played WoW for at least 7 years, exclusively pvp and arena, DR was a very healthy part of the game.

In it's current state CC is spammed in GW2 and most skills are low risk high reward. In ranked matches and sitting outside the FFA arena in the lobby, I don't think I saw a single player use a dodge to actually avoid a high dmg or CC skill. Current method seems to be: puke out aoe or hit every key you can, if your target isn't dead cycle through all your defensive skills until you can roll your face across your keyboard again.

Too much CC, and damage is astronomically high across multiple classes. CC should be strategic.

This is super spot on

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i think every stun break could use 2 stacks at 1 second. that way boon duration couldnt make it op and there would be plenty of time to use some defensive skill. the second stack would come in handy vs cc spam, also i should mention that stab gets removed every 0.75 seconds.

stab should only be applied if a stun was broken.

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@AegisFLCL.7623 said:I've played WoW for at least 7 years, exclusively pvp and arena, DR was a very healthy part of the game.

I played WoW battlegrounds and arena for years from vanilla through WotLK. Diminishing Returns is an awful and confusing system. If your 1sec stun goes first, your 6sec stun applied after only lasts 3sec (IIRC 100%, 50%, 25%, immune). It's further confusing when they had different categories of CC and you had to worry about which abilities shared with each other (I think they backed this out).

DR on CC exists in WoW PvP because WoW dungeon PvE was originally designed for and with infinitely repeatable CC (polymorph, fear, etc). CC has become almost thematic, since it has little impact in PvE now.

GW2 had a better approach where you traded damage or support for CC. However, elite specs have drifted away from that mantra.

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@Exedore.6320 said:

@AegisFLCL.7623 said:I've played WoW for at least 7 years, exclusively pvp and arena, DR was a very healthy part of the game.

I played WoW battlegrounds and arena for years from vanilla through WotLK. Diminishing Returns is an awful and confusing system. If your 1sec stun goes first, your 6sec stun applied after only lasts 3sec (IIRC 100%, 50%, 25%, immune). It's further confusing when they had different categories of CC and you had to worry about which abilities shared with each other (I think they backed this out).

DR on CC exists in WoW PvP because WoW dungeon PvE was originally designed for and with infinitely repeatable CC (polymorph, fear, etc). CC has become almost thematic, since it has little impact in PvE now.

GW2 had a better approach where you traded damage or support for CC. However, elite specs have drifted away from that mantra.

There's nothing confusing about it. Look up the DR categories, don't stack stuns in the same DR, use your CC when you need to lock someone down, and profit? It's simple, first CC full duration, second half duration, third immune for 4-5 seconds; you don't even need categories. The difference in necessary mechanics to play well between WoW and GW2 makes GW2 look like a puzzle with 2 pieces.

There is nothing fun or competitive about not being able to control your character for 5-6 seconds at a time and instantly dying the way GW2 is played now. Too much CC, too much aoe, too much melee hate (unless you play spell breaker ofc).

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The issue is not really the way CCs work. But rather these two things:

  • CC cooldowns are lower than they used to be, so there are more CCs flying around.
  • Damage is way higher than it used to be, meaning that getting hit by a CC is more likely to be lethal and is thus more punishing and you have to avoid all of them.
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