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[Suggestion] Possible PVP Fix


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Posted

Tell me what you think. If it sucks, say "how".

 

Was looking over at the Resolve Guide and came across a poster and it got me thinking...

 

 

Thirdly, apparently if the Resolve bar is 90% full and you are hit with a stun, the full effect of the stun hits you! This allows chain immobility. The fix is to obviously reduce the effect of the Stun by the percentage the resolve bar is already full.

 

Ya know, that actually would have been a better implementation of Resolve.

 

Resolve doesn't grant immunity @100%, but instead reduces the duration based on the % of Resolve

 

Example:

 

10% Resolve: Snare/Mezz/Stun times are reduced 10%

 

all the way up to 100% Resolve, where Resolve immediately empties to 0% with say a 5sec internal cooldown before it can be built back up.

 

Separated it and put it in a new topic for debate.

 

After looking at it I would also add a 5sec Internal CD to the build up. That way if you get multiple people spamming slows only one would be counted towards building up the Resolve Bar.

 

And since this is now a full suggestion I will add more to the mechanics.

 

Snare: +10%

Mezz: +20%

Stun: +50%

 

My feeling is snares are waaay to useful for melee and so you don't want to gut them by making their prey immune to snares quickly.

 

Mezzes break on damage, so you don't have to worry about being "mezzed to death"

 

But stuns, you can easily be taken to 50% health by some classes in the duration of a stun. And killed if playing a WZ and a 50 stuns your sub-30. So you want this to cause a quick build up in order to prevent "chain stunned to death".

 

It would definitely need testing to make sure the build ups and internal CDs are correctly adjusted; don't want it be become CC Wars or lolCCn00b.

 

 

//Off Topic:

 

I don't really care about the PVP in this game as I don't lose anything when I die...well...maybe some Pride :p

So this is just a suggestion, you'll find that I will probably provide many more.

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