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What removing damage for hard cc actually and only did:


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You weakened precision single target melee classes and strengthened team fighting tanky classes, support and otherwise.

 

The game is now and has been a flashy show of aoe, summon clutter, and test of patience due to slow combat tactics since you decided to "slow things down".

 

Bro, we are in flash time, everything is standing still.

 

I proposed to balance the game out and to get those tanky players back on the forums crying about the OP melee.....

 

time to give back all hard cc damage.

 

I know they sit there, rolling their face across the key while they're laughing at how bad the melee player is.

 

It would bring us the satisfaction (us, the melee player) to know that as we womp, chomp, and stomp with some good ol fashioned head busting stun lockin play, this tanker pranker is whining and wheezing about how unfair it is.

 

Let us be unfair too, the gun that jumps is the pole that pumps.....

 

Bro.......bull charge, hundo blades, shield bash, decapitate, whilwind out and rush away with a smile....cmon bro....

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2 minutes ago, Stalima.5490 said:

but isn't it better when half your team isn't dead in 3 seconds every few seconds thus making fights feel like fights and not just a 1-sided Landslide?

Bringing back hard cc damage, scaled to the current damage levels of this meta, will not result in the above situation, that was the fault of the previous damage numbers overall.

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I like the current state of things where people are not deleted in 0.5s cause "pros" ganked up with herald and tempest on a single target.

Only problem I see are scourges. They need a nerfbat and I'm not talking simple numbers. Get two of those together and it's impossible to pierce through their barriers or get them off point..

Worse yet they can pull downed allies to self for freaking NINE seconds, only to comfortably raise them cause you won't be able to kill the scourge and trying to approach them while they're sitting on top of their shade is asking for trouble..

I think scourge should not have ability to pull downed allies. At least core and reaper don't have half the security that scourge does when protecting both themselves and downed ally from enemy pursuit and assassination. They gotta work to actually raise the guy and their shroud 4 skill is much more important and has longer cd than scourge's garish pillar...

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1 hour ago, Stalima.5490 said:

but isn't it better when half your team isn't dead in 3 seconds every few seconds thus making fights feel like fights and not just a 1-sided Landslide?

 

Learning how to dodge things that kill or hard cc you is part of getting better at the game.

 

Pre-feb patch, equally skilled side noders would stalemate until one person messed up and the other capitalized on their mistakes.  Now, I can hit every single skill on someone and it won't be enough to kill them.

 

When strength runes were bugged and gave % damage per stack of might, I didn't die any more than I normally do.  But hey, I had enough damage to kill 1vX again because I outplayed people.

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51 minutes ago, Stand The Wall.6987 said:

how does one dodge 4k autos?

by counter pressuring with 8k dmg skill in return.
evade hard hitters and important CC, during downtime of defensive skills use cc/damage to turn the table.
If you can afford to eat massive hits while swinging normal attack the fight is usually over as everyone runs out of dodges eventually.

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20 minutes ago, Guirssane.7082 said:

I don't think you remember the TTK before, it was just frustrating dying in 2 hits w/o time to react. It's still possible to burst target, you just won't oneshot everything like before

 

We are a far cry from that after the -33% debuff, hard ccs going to 0 damage, and the buffing of sustain and addition of resolution.

 

At this point man, we really need some damage put back into the game.

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47 minutes ago, Leonidrex.5649 said:

by counter pressuring with 8k dmg skill in return.
evade hard hitters and important CC, during downtime of defensive skills use cc/damage to turn the table.
If you can afford to eat massive hits while swinging normal attack the fight is usually over as everyone runs out of dodges eventually.

why won't you let me be a smart kitten

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No damage on CC gives incentive to other options rather than dying for 5k bullscharge that could be compensated with Stability or a Stunbreak.

 

Also judging by how people CC spam now, we'd have even more face rolling today if you'd return damage.

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2 minutes ago, Shao.7236 said:

No damage on CC gives incentive to other options rather than dying for 5k bullscharge that could be compensated with Stability or a Stunbreak.

 

Also judging by how people CC spam now, we'd have even more face rolling today if you'd return damage.

WAMBAM Faceroll versus aoe screenclutter faceroll.

 

Add it some pepper to all the salt.

 

YES please

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29 minutes ago, Lil Rookie.2706 said:

A lot of the people here don’t seem to be adjusting. You can win 1v1s but just playing the old build. Only class I could understand some complaints is warrior tbh, it’s workable if you are skilled though

 

I'm tired of hearing how Spellbreaker is weak because it isn't.

 

I see some of the best side node hold play from good Hammer Spellbreakers, and a good Strength Spellbreaker can still destroy you in 1v1 if you aren't something with 3000+ toughness, constant protection, frequent stability, and stated for raw sustain.

Edited by Trevor Boyer.6524
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1 minute ago, Trevor Boyer.6524 said:

 

I'm tired of hearing how Spellbreaker is weak because it isn't.

 

I see some of the best side node hold play from good Hammer Spellbreakers, and a good Strength Spellbreaker can still destroy you in 1v1 if you aren't something with 3000+ toughness, constant protection, frequent stability, and stated for raw sustain.

I think it’s kindof like longbow dh. If the player is bad, no can do- if they are good it’s awesome 

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18 minutes ago, Lil Rookie.2706 said:

I think it’s kindof like longbow dh. If the player is bad, no can do- if they are good it’s awesome 

 

Well, exactly. It's not a big arcane thing though.

 

It's just that Spellbreaker is one of the only classes left that hasn't been Dr. Frankenstein hacked into a state where a 6 year old could press buttons in any order and do well on, like most of the other specs in this game right now.

 

People only think Spellbreaker is bad who are new school GW2 players who are used to playing all the other faceroll degenerate builds spewing AoE all over the place that literally require no aim or thought in what order to use skills, other than spam off CD.

 

Spellbreaker actually demonstrates the difference between "new players" and "veteran players" unlike most of the other builds in this current degenerate patching. Spellbreaker lately is even reflecting this more so than even DP Daredevil, which has been changed juuuust enough to where even DP Daredevil play is kind of becoming cheese at this point. Cheese enough to where me, being a bad thief player, could probably pull a bottom plat placement with it.

Edited by Trevor Boyer.6524
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