Jump to content
  • Sign Up

the CC makes this the most unfun PvP experience I've ever had


Zietlogik.6208

Recommended Posts

Even in a 2v2 environment (not 5v5) you can be nearly permanently stunned, pushed, knocked down to the point where you have no control of your character. The adjustment and reductions to stun breaks and stability are NOT in any way equivalent to the sheer AMOUNT of CCs that are available at any given time, either CDs need to be adjusted, or CC removed from certain skills, and their damage values returned instead. Currently there is a LOT of CC, and very LITTLE reactive ways to mitigate it.

Link to comment
Share on other sites

@Stand The Wall.6987 said:lol. the amount of cc's hasn't changed. cd's weren't increased a ton in a lot of cases, and stab loss wasn't that bad either. that said, cc spam has always been a problem in this game and ofc a patch like this will make it more obvious.

lol what a noob just learn 2 play by rereading your build's rotation on metabattle during that half-a-minute stunlock

Link to comment
Share on other sites

@Hannelore.8153 said:You're not even taking damage from them now.

taking damage from them isnt really the issue, honestly I feel some of the damage needs to be brought back to them. The issue is that the amount of CC isn't really changed, but the ways to deal with them are reduced, leading to situations where you just have no control of your character for extended periods of time.

Link to comment
Share on other sites

Nerfing the damage on CC was completely pointless, the damage was NEVER the dangerous part it's the fact that they can unload massive burst while you're CC'd and they can just spam CC for the entire duration. Some classes have fundamentally more access to CC than most classes have stunbreaks, and their CC recharges faster than most stunbreaks. Stunbreaks take 20-40 seconds to cooldown and a lot of CC recharges in 20 or less. Stability doesn't even matter when it's temporary so they can just hold onto their CC until your extremely brief stability wears off; then they spam the CC.

I encountered a holosmith spellbreaker duo that could chain stuns for SIX SECONDS or more straight. It literally wasn't even a fight, my control just gets taken away for the entire duration of my healthbar because they've stacked CC to the point where you would need to exactly dodge every single attack then activate stability exactly before they CC again then stunbreak the remainder of the CC they have every single rotation just to avoid being stunlocked for multiple seconds. But it's not like you can even see what's happening in the middle of all the visual clutter in a game with multiple playable species that all have different half second long animations for their actions anyways.

It was a problem before, and it's still a problem now. There needs to be a cooldown on how often players can be CC'd or some kind of inherent failsafe to halt stunlocking, you could program a basic macro or bot to just spam the same CC burst sequence over and over.

Link to comment
Share on other sites

The problem is that CC's are currently completely imbalanced.

The change to make them do no damage, but have less counters ( less stunbreaks/stab ) means that CCs with long cast times and obvious animations got nerfed, but CCs with low cast times and fast activations that already did low damage actually received a huge buff with this patch.

Just from playing Revenant builds, I immediately noticed that Mallyx AoE CC/Leap is now a better skill than Jade winds despite costing far less energy AND having a lower CD.

Anet did admit that this patch is a first step amoung many, but currently in PvP a lot of skills are less balanced than they were before and a lot of elite CCs like Prime light beam are unironically worse than weapon slot / Utility CCs that have less than half the cooldown.

Link to comment
Share on other sites

@Aisling.5901 said:It was a problem before, and it's still a problem now. There needs to be a cooldown on how often players can be CC'd or some kind of inherent failsafe to halt stunlocking, you could program a basic macro or bot to just spam the same CC burst sequence over and over.

On Swtor, you had a CC bar. If you get controlled, the bar increases. At a certain point, you're immune to all CC's for about 5-10 sec.

It stopped the spam of CC's cause if you do too much, you make your enemy invincible to them

Link to comment
Share on other sites

@Aisling.5901 said:It was a problem before, and it's still a problem now. There needs to be a cooldown on how often players can be CC'd or some kind of inherent failsafe to halt stunlocking, you could program a basic macro or bot to just spam the same CC burst sequence over and over.

The immense avalibility of stuns compared to that of stunbreaks in this game is what disvirtues the point of CCs. It virtually allows you to inhibt any sort of defensive counterstrategy towards an enemy damage rotation; and thanks to the global witch hunt of stability and stunbeaks by this patch, this situation is now much more exploitable. It would be great if some CCs were reworked into some type of short daze or minor interrupt, so that the inherent strategy of CCs revolved around cancelling the cast of a particular skill - either for offensive or defensive effect; or simply give back our stability uptime.

Now, as CDs were significantly scaled across the game - and damage chopped, making fights (particularly 1v1s) much slower, stunlocking is actually - and unfortunately - the main (or maybe only) way of taking down some builds.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...