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Nerf CC or buff resolve


Cleavy

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The amoung of Crowd control in pvp matches is over the top

Stunlock is zero skill and you can't do a thing while being stunlocked.

Bioware your idea with cleasing removing CC is not working as intended the cc window is too small to cleanse before being bursted to DEATH.

NERF CC or BUFF RESOLVE and include ROOTS to RESOLOVE.

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as much as I would prefer that BW simply adjust their resolve system, they are clearly determined to go another route with it by creating an arms race of new abilities that make specs immune or help compensate them for a relatively useless whitebar.

 

for example, many classes have multiple break (some more effective than others) and immunities to CC while the abilities are active (again, some more effective than others).

 

the thing with resolve is that it's universal. you only have to adjust one thing. the thing about creating abilities is that it forces you to develop equal but different abilities that cater to every specific discipline/AC/class. it's much much more difficult to do the latter, as I think is pretty clear with the current state of haves and have nots, and then haves vs. have betters.

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It's not cc's or stuns that are the problem... They add to resolve correctly... Its the root spam that is a problem

 

Roots do not prevent actions. You can use dcd in roots - you cant in stun. Too much stuns in pvp I say.

It wouldn't be a problem if only roots were over the top, no. The cc in general is out of hand - stuns, slows, roots too much of it. But I'd be gladly if we do not get stunlocks. I don't mind being rooted a lot, but constantly stunlocked is too much.

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It feels a lot like taking turns hitting eachother....which is pretty lame to be frank. I don't feel like our keyboards should ever be locked up forcing us to watch our characters get killed without a chance to defend. But then there is the factor of using CC to stop cap interruptions and the like, so it is a hard subject to discuss. It's extremely annoying and drives the fun of the game down to an alarming degree, but at this point is also very necessary for the current set of outdated warzones we have.
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Dying in a stun chain has nothing to do with crowd control. It is more a problem of inflated damage due to not having a tank on your team.

 

Crowd control is very weak. Possibly the weakest it has ever been, because almost everyone plays aoe or dot specs and most classes either have multiple CC breaks/immunities or their break is reduced by 30 seconds.

 

All mez CC aside from low slash comes with a long cooldown. This means that one person alone cannot off-CC chain someone for a long period of time without help from another person. The swtor playerbase is so bad at off CCing that using crowd control on an off target is usually a waste of a global.

 

When you go into solo ranked. Usually someone will say kill X. But rarely if ever someone will say I'm CCing Y, you CC after first white bar etc. Rotate taunts or roots on Z. The playerbase is that bad that their only solution to say stopping someone from free casting is to have one player ride them, instead of being able to interrupt and CC that second target and still dps the main kill target or heal their teammates.

 

As for cleansing CC. There are too many cover debuffs (from raid utility) to cleanse most crowd control. I barely ever miss a cleanse that I can get and I doubt I even average two cleanses an arena round. On the flip side I barely will ever get cleansed, even if pregame I say. X is going to CC me be ready to cleanse. That being said, I think I've only lost maybe two rounds because of CC chains on me in like 70 games.

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Dying in a stun chain has nothing to do with crowd control. It is more a problem of inflated damage due to not having a tank on your team.

 

Crowd control is very weak. Possibly the weakest it has ever been, because almost everyone plays aoe or dot specs and most classes either have multiple CC breaks/immunities or their break is reduced by 30 seconds.

 

All mez CC aside from low slash comes with a long cooldown. This means that one person alone cannot off-CC chain someone for a long period of time without help from another person. The swtor playerbase is so bad at off CCing that using crowd control on an off target is usually a waste of a global.

 

When you go into solo ranked. Usually someone will say kill X. But rarely if ever someone will say I'm CCing Y, you CC after first white bar etc. Rotate taunts or roots on Z. The playerbase is that bad that their only solution to say stopping someone from free casting is to have one player ride them, instead of being able to interrupt and CC that second target and still dps the main kill target or heal their teammates.

 

As for cleansing CC. There are too many cover debuffs (from raid utility) to cleanse most crowd control. I barely ever miss a cleanse that I can get and I doubt I even average two cleanses an arena round. On the flip side I barely will ever get cleansed, even if pregame I say. X is going to CC me be ready to cleanse. That being said, I think I've only lost maybe two rounds because of CC chains on me in like 70 games.

 

No. The cc is out of hand. There should not be any stunlocks in the first place. Nerfing damage is not a solution - you can hold that damage while not in stunlock but can't in stunlock. The rediculolus amount of CC is a real issue and should be adressed.

Stun/mez doesn't allow you to use your medpack,adrenal and dcd. The situation is clear as glass here.

Edited by Cleavy
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It feels a lot like taking turns hitting eachother....which is pretty lame to be frank. I don't feel like our keyboards should ever be locked up forcing us to watch our characters get killed without a chance to defend. But then there is the factor of using CC to stop cap interruptions and the like, so it is a hard subject to discuss. It's extremely annoying and drives the fun of the game down to an alarming degree, but at this point is also very necessary for the current set of outdated warzones we have.

 

I think we could use a better defense system, than relying on the resolve bar, I mean when I'm being fried by lightning blasts or being targeted with multiple rocket fire, why just them fire on me like that? when I should have a chance to temporary defend against those heavy attacks? For example: If I'm a consular (Shadow or Sage) shouldn't I have the chance to block it with Force Deflection?

Edited by RaithHarth
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Roots do not prevent actions. You can use dcd in roots - you cant in stun. Too much stuns in pvp I say.

It wouldn't be a problem if only roots were over the top, no. The cc in general is out of hand - stuns, slows, roots too much of it. But I'd be gladly if we do not get stunlocks. I don't mind being rooted a lot, but constantly stunlocked is too much.

 

You must be a sorc player, roots are miserable on a mara or jugg (not as much) you just stand there doing nothing its literally the same as being stunblocked you do not have anyway to escape the amount of roots people focus towards maras I have 1 v 1 maras who are even lucky to land a hit on my sniper, even the worst sorcerer on the game can manage that at least. There is no real counter to cc as far as slows and immoblizes go...the resolve should work like this. For every one second of stun, you get a couple seconds of immunity. Resolve is worthless I have been chain stunned with resolve up more times than I care to count.

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I can usually play half a match before the other team focuses on me with stunlock -> burst to death (lowbie pvp 10-29) as a vigilance guardian. It's so annoying to be rocking the first half of the match only to be completely sidelined the second half.

 

I'm not a great pvper but I'm learning. I'm leveling this guardian mostly on pvp and the rest is the class story. So I still have a lot to learn and I realize that I don't have all of my skills yet. But it is very disheartening to be up against a team of nothing but fotms and having no chance of winning :(

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To me the issue with resolve is that it takes two stuns to reach white bar and then it starts to tick away as soon as the second stun hits.

 

To me, this has always been bad design. What good is resolve if I'm already stunned? It needs to start ticking as soon as the stun is broken or worn off. Wasting 4 seonds of resolvve when I'm already stunned and not going to receive any additional CC is silly.

 

Second, by the second stun I'm dead anyway. You either eat all the damage on the first stun or you cc break it and eat all the damage on the second. Short of being a class with a focus break, you are dead regardless. Because without that focus brak you simply don't have time to activate heals or self preseration utilities in the short time you have before the focus kills you.

 

So for me, double stuns should never happen in game. Because not all classes have a defense to prevent it. And that gives classes that can avoid it an unfair advantage in PVP. Any CC should give you a short immunity from the same exact cc regardless of resolve. If I get stunned, I shouldn't have to sit there and take the damage simply because I know a second stun is immediately to follow and I need to save my cc break for it. Give me a 5 second window between stuns and I can actually do something. But being a class that is vulnerable to double stun death means I generally have very short arena matches.

 

I play this game to have fun and to sharpen my skills. Not lay on the ground dead due to some very lame overly abused stuns.

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Reduce every classes stun to 2 sec from 4, and compensate some classes with an additional 1 sec stun.

 

I just fixed SWTOR.

 

Nope.. doesn't fix getting chained or roots/snares not respecting resolve.

 

That's why resolve fixes are infinitely a better option.

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To me the issue with resolve is that it takes two stuns to reach white bar and then it starts to tick away as soon as the second stun hits.

 

To me, this has always been bad design. What good is resolve if I'm already stunned? It needs to start ticking as soon as the stun is broken or worn off. Wasting 4 seonds of resolvve when I'm already stunned and not going to receive any additional CC is silly.

 

Second, by the second stun I'm dead anyway. You either eat all the damage on the first stun or you cc break it and eat all the damage on the second. Short of being a class with a focus break, you are dead regardless. Because without that focus brak you simply don't have time to activate heals or self preseration utilities in the short time you have before the focus kills you.

 

So for me, double stuns should never happen in game. Because not all classes have a defense to prevent it. And that gives classes that can avoid it an unfair advantage in PVP. Any CC should give you a short immunity from the same exact cc regardless of resolve. If I get stunned, I shouldn't have to sit there and take the damage simply because I know a second stun is immediately to follow and I need to save my cc break for it. Give me a 5 second window between stuns and I can actually do something. But being a class that is vulnerable to double stun death means I generally have very short arena matches.

 

I play this game to have fun and to sharpen my skills. Not lay on the ground dead due to some very lame overly abused stuns.

 

See link.

TL: DR version

 

1. Adjust (slightly!)resolve decay timer after full resolve.

2. Stop decay entirely while out of combat.

3. Roots and Snares need to respect full resolve.

 

http://www.swtor.com/community/showthread.php?t=583880

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