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CC Meta Does The Opposite Of Its Intention


Ragnar.4257

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The reason CC was left largely unaffected in the Feb Patch was to leave it as a "counter" to bunker builds.

The logic being that you can prevent a bunker from doing all it's re-sustain stuff by stun-locking it.

But the result has been the opposite.

The only classes that are playable now are the ones that can face-tank a stun-lock for the 5+ seconds until they can get out. Either that or insta-cast teleport out.

And it's impossible to capitalise on your own team stunning a bunker, when the bunker is farting out its own never-ending stream of CC's.

Don't leave bunker meta to fester like before.

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Thats very true but its not relevant... Just kidding thats the core problem of game which is turned to stunlock fights and jumping puzzles. There is big need for interupt playstyle replace hard cc which is now 80% of cc overall. Only thing to solve it is to make new interupt playstyle based on 1/4 s daze and further supported by traits like some existing ones and even add more. In that case you won t need 2-3 stunbreaks which will result in more diversity. That way you will have more tools for dmg vs bunkers since you won t need much stunbreaks and in same time those builds like core necro could get nerf on shroud uptime because he won t turn to ping pong ball if he fail at jumping puzzle. Having only hard cc in game turns it into spam while in the same time anet thinks its solution to spam. The thing is 80% of cc in game should be interupt oriented and 20% hard cc made for stunlock and what we have right now is no dmg messed up hard cc making 80% of cc in game which is opposite indeed.

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@"Ragnar.4257" said:The reason CC was left largely unaffected in the Feb Patch was to leave it as a "counter" to bunker builds.

The logic being that you can prevent a bunker from doing all it's re-sustain stuff by stun-locking it.

But the result has been the opposite.

The only classes that are playable now are the ones that can face-tank a stun-lock for the 5+ seconds until they can get out. Either that or insta-cast teleport out.

And it's impossible to capitalise on your own team stunning a bunker, when the bunker is farting out its own never-ending stream of CC's.

Don't leave bunker meta to fester like before.

Not only that, but when two teams are going at in a team fight, they are both dropping a ton of CCs on each other's heads.

And because they removed so much damage from CCs, well GG slowing effect of the global DPS being dealt by both teams.

This low to no damage CC play just slows down the outcome of combats, making things feel far more bunkery than they should.

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