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[SUGGESTION] reduced immunities for disarms and silence

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taccr
Posts: 114

Re: [SUGGESTION] reduced immunities for disarms and silence

Post#21 » Fri Dec 11, 2015 6:49 pm

CC belongs to tanks and not to dps.
I don't want a game where I lose my control of my character every 10 seconds.
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Jaycub
Posts: 3130

Re: [SUGGESTION] reduced immunities for disarms and silence

Post#22 » Fri Dec 11, 2015 7:07 pm

Mastodon wrote:If I wanted to get chain CCed to death by a full warband, I'd just go play WoW pvp. The ability to not lose control of my character for 20 seconds straight is the only thing this game has going for it in terms of combat gameplay over WoW or TSW or any other number of games.
CC immunities patch made things super stale for organized WB's/6 mans.

It buffed guard into the stratosphere because now the only counterplay it had can be negated if some idiot uses an aoe root, or SM uses shitty AoE punt etc... This also gives destro a huge advantage right now thanks to BG being the only tank in t3 with a real super punt.

It also made it so killing healers is 1000x harder because of the above but also because if you don't kill a healer during that initial silence/KD they are just going to detaunt then free cast heals with their guard that you probably can't deal with since he has immunities up. This also made incoming, and to a lesser degree outgoing heal debuffs the most important debuffs in the game.

What you end up with is really boring gameplay when 2 group with proper setups go at each other. Those scenarios that go on for 15 minutes and there is like... 5 kills total for both sides.

This also makes 6v6 much better for scenarios compared to the shitshow 12v12 can be, but it seems like all we are ever going to get is 12v12 scenarios where it is either a super boring stalemate or a complete stomp 90% of the time.

CC immunity was a good thing, getting chained CC was no doubt stupid for this type of game, but the timers themselves and bunching everything into 2 classes of CC need to be looked at.
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Abolition
Posts: 336

Re: [SUGGESTION] reduced immunities for disarms and silence

Post#23 » Fri Dec 11, 2015 7:17 pm

I agree with Jaycub.

Chain CC is obviously not fun and needed to be addressed.
However, 30+ second immunities is a bit long, especially when you have people (for example) who play Blorc/SM and feel like they are "helping" by dishing out AOE punt immunities on cooldown for no reason.

I would also like to see a 6v6 scenario, however as a ranged player, I did not enjoy Eternal Citadel or Ironclad. Too melee friendly.
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Portni
Posts: 37

Re: [SUGGESTION] reduced immunities for disarms and silence

Post#24 » Fri Dec 11, 2015 7:23 pm

It was horrible on live when you was constantly stunned, knocked down etc. I suppose it is better to remove SM/BO AOE knockback and make it single target than decreasing CC immunity time.

Abolition
Posts: 336

Re: [SUGGESTION] reduced immunities for disarms and silence

Post#25 » Fri Dec 11, 2015 7:25 pm

Oh I am not suggesting the AOE knockback is removed. Hell, it is one of the big upsides of the classes.
All I was saying is that they are a great example of pugs throwing out free 30 second immunities.
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Portni
Posts: 37

Re: [SUGGESTION] reduced immunities for disarms and silence

Post#26 » Fri Dec 11, 2015 7:35 pm

I just want to say that it is better to remove all AOE CC from the game than to make immunities last like on early live.

Mastodon
Posts: 24

Re: [SUGGESTION] reduced immunities for disarms and silence

Post#27 » Sat Dec 12, 2015 2:01 am

Jaycub wrote:
What you end up with is really boring gameplay when 2 group with proper setups go at each other. Those scenarios that go on for 15 minutes and there is like... 5 kills total for both sides.

This also makes 6v6 much better for scenarios compared to the shitshow 12v12 can be, but it seems like all we are ever going to get is 12v12 scenarios where it is either a super boring stalemate or a complete stomp 90% of the time.

CC immunity was a good thing, getting chained CC was no doubt stupid for this type of game, but the timers themselves and bunching everything into 2 classes of CC need to be looked at.
I don't care about these "6 mans" you all talk about. The game shouldn't be balanced around WoW arenas for guys that play Warhammer. That's all 6 mans are and all they have ever been. This is Warhammer. Massed battles and chaos. Not scenarios and #MLGpro 6 man content.

I have yet to be in a scenario that lasts full duration where group have a "proper setup". 100% of the time, it has lasted the duration because destro came in with 6 healers, 4 s&b tanks, a magus, and a sorc. No CC timer change is going to make that any less afwful. Scenarios are a cancer on this game. It should be all Orvr and world pvp.

If the devs want to take this game full 6 man style, it'll end up just like live. 24 dudes in the entire game, circlejerking SCs while they sit and talk to each other about how great they are.

geezereur
Posts: 667

Re: [SUGGESTION] reduced immunities for disarms and silence

Post#28 » Sat Dec 12, 2015 2:28 am

I agree the cc immunities are way to long in this game reduce them to half the time would not hurt.

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talissera
Posts: 159

Re: [SUGGESTION] reduced immunities for disarms and silence

Post#29 » Sat Dec 12, 2015 5:00 am

TenTonHammer wrote:
Toldavf wrote:Maybe classes with multiple forms of cc will become a bit to powerful. Sure the game isn't balanced around solo play but some classes like shadow warrior for example would be even stronger. Later in game some classes would be very good at disrupting healer/casters/melee for instance a mara could potentially disarm every 8 to 12 seconds on a train on train situation that's a significant nerf.

If knock downs are way better then any other cc (and they are) maybe they should be nerfed to make the other cc more viable.
for maras disarm is kinda a waste of a gcd

i think we/wh would be the bigger issue
Lol. When our choppa dueled with mara, wins those who disarmed and opponent.
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Toldavf
Posts: 1586

Re: [SUGGESTION] reduced immunities for disarms and silence

Post#30 » Sat Dec 12, 2015 6:03 am

Allot of very radical views in this thread. Being chain cc'ed sucks end of story.

I'm not opposed to a small reduction in immunity granted by disarm/silence BUT I would balance any changes with the defending player game enjoyment in mind.
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-

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