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Re: [SUGGESTION] reduced immunities for disarms and silence
Posted: Sun Dec 13, 2015 12:02 am
by Qrazy
Jaycub wrote:
Everyone is complaining that senseless AoE CC abilities like the engineer land mine, knight stagger, SM punt, etc... are giving out 30 seconds of immunity to hard CC like knockdowns/silence/disarm and important positioning tools like single target super punts.
GL fixing that

Re: [SUGGESTION] reduced immunities for disarms and silence
Posted: Sun Dec 13, 2015 12:05 am
by Jaycub
Even if nothing could be done like having separate immunity classes for staggers, roots, aoe punts etc... removing the CC components from these skills and replacing them with some other utility like disorients/interrupts etc... would be much better than what we have now. Hell removing them from the game completely and giving SM a copy of another tanks punt would even be better.
Re: [SUGGESTION] reduced immunities for disarms and silence
Posted: Sun Dec 13, 2015 12:08 am
by bloodi
Jaycub wrote:No one is? Maybe you should read instead of making **** up.
Or maybe you should read the post above mine.
Tesq wrote:instead talk about 6 vs 6 i would see those change in a 24 v 24 view, and we alredy have pull+ KD that is a lot more worst than kd + silence.
There is no "see it this way" when your idea destroys 6vs6.
I am all for paying attention to warband play but not if it makes 6vs6 way worse.
Re: [SUGGESTION] reduced immunities for disarms and silence
Posted: Sun Dec 13, 2015 5:13 am
by Mastodon
Jaycub wrote:
Everyone is complaining that senseless AoE CC abilities like the engineer land mine, knight stagger, SM punt, etc... are giving out 30 seconds of immunity to hard CC like knockdowns/silence/disarm and important positioning tools like single target super punts.
So, if I understand correctly, in an open environment, where it's more than just your (lol)6man, you feel that everyone else that has some sort of cc should not be able to use it, whether to defend themselves or an objective, because it's senseless. It's senseless because... The command to CC a target has not been handed down to them by the 6man team champion? Or is it because the encounter is then out of your control and you can't adjust accordingly to a plan of action that isn't bottled and scripted?
Whatever the reason is, you 6v6 folks are not the only people that play this game. There is NOTHING wrong with the immunity timers at broader scales. Pandering to you is not the way to develop this game as you are a small minority, and not only that, but that's exactly what mythic did and the population of this game crumbled because of it. The situation snowballs. Less decent, organized players in orvr mean less pushes, less BO caps, less keep takes, less cool **** happening. As less cool **** happens in the lakes, people have less interest in logging in. Because don't kid yourselves, there's better instanced pvp just about anywhere else. As less people log in, there's even less people doing anything, and it snowballs on like that until the server is dead.
And as another point, when does the rebalance stop? Because how long is it until "Bro, the immunity timer is too long for my 3man" and then finally "1v1 at the sun, kid" ? It's the same **** from this crowd in every single game. Whittle everything down to the smallest, most boring encounter possible, while simultaneously stripping away all character and/or ingenuity in the game to make everything "fair and balanced," but to your advantage. Just make level 1 characters and only melee each other with your fists. It accomplishes the same thing.
Re: [SUGGESTION] reduced immunities for disarms and silence
Posted: Sun Dec 13, 2015 5:27 am
by Jaycub
So much butthurt and wrong in one post
Using CC to defend yourself isn't "senseless" but an engineer throwing landmine into mob just for the **** of it is, a knight using root while in a mob with AoE going off again is senseless.
however both skills can be used effectively to save your skin you are right.
But what I have been asking for is for those AoE staggers/roots to be classed as some other type of immunity separate from things like single target punts, and hard CC like kd and silence etc... because it really sucks when you absolutely need that KD but some dumb knight decided to use his stagger without any real purpose 20 seconds ago.
Re: [SUGGESTION] reduced immunities for disarms and silence
Posted: Sun Dec 13, 2015 5:52 am
by Mastodon
Jaycub wrote:So much butthurt and wrong in one post
Using CC to defend yourself isn't "senseless" but an engineer throwing landmine into mob just for the **** of it is, a knight using root while in a mob with AoE going off again is senseless.
however both skills can be used effectively to save your skin you are right.
But what I have been asking for is for those AoE staggers/roots to be classed as some other type of immunity separate from things like single target punts, and hard CC like kd and silence etc... because it really sucks when you absolutely need that KD but some dumb knight decided to use his stagger without any real purpose 20 seconds ago.
I'll assume you think I'm butthurt and wrong. I will respond with, no, I am not butthurt. As a matter of fact, I don't even know what part of what I said you could misconstrue as butthurt. I'm lobbying for this game not to be ruined more than EA already ruined it, just to appease a small minority of players whose gameplay style is not at all in line with the original design of the game. Jacobs has had several long posts about **** like this.
As the the senseless part; you are playing a game with other people. You have to deal with the repercussions of their actions... Welcome to MMO gaming! If you want them to stop doing dumb ****, offer to teach them. Or give them a pointer. Communities where good/organized players don't just talk down to and **** on the masses generally tend to thrive.
I like the immunity, I just look for a BO and stand in front of him so that I can have immunity. I know of at least one that WILL, 100% of the time, use his knockback on c/d for no reason. Use it to your advantage
Re: [SUGGESTION] reduced immunities for disarms and silence
Posted: Sun Dec 13, 2015 7:42 am
by drmordread
so basically stop opponents from doing anything till they die. What is the point of playing? Just mash cc and a single attack. No challenge .... boring .....
Instead ALL immunities should be (in my book) 30 sec to 1 min. Give opponents a chance to fight back.
Re: [SUGGESTION] reduced immunities for disarms and silence
Posted: Sun Dec 13, 2015 8:56 am
by Toldavf
drmordread wrote:so basically stop opponents from doing anything till they die. What is the point of playing? Just mash cc and a single attack. No challenge .... boring .....
Instead ALL immunities should be (in my book) 30 sec to 1 min. Give opponents a chance to fight back.
Anyone remember swtor when it first came out? the all sorc/sage premades which just cced the enemy to death where so ungodly lame.
Re: [SUGGESTION] reduced immunities for disarms and silence
Posted: Mon Dec 14, 2015 8:58 am
by Greatwarden
Why is no-one talking about the fool-proof, no-immunity 6-second CC which is Winds of Insanity?
Melee classes are basically doing nothing while they bounce around for 6 seconds and you might as well forget guard exists if the cheeky zealot positions itself between a tank and his buddy.
I dare say that giving an equivalent ability to AMs (maybe replacing Cleansing Flare?) would go a long way to helping healing AMs survive as well as Shamans...
Re: [SUGGESTION] reduced immunities for disarms and silence
Posted: Mon Dec 14, 2015 11:04 pm
by Alubert
Please do not touch the CC immunity . WAR has the best CC and CC immunity system of all MMO .
Play a few battlegrounds in World of Warcraft then you will know what I mean

.
In my opinion you can only change the duration of the Chosen / KTB Stagger to 4-5 sec . That's all.
And I forgot , give Resolute Defenses back

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