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CC, Invulnerability, and Mobility


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Posted

A lot of PvP mechanics really ought to be rethought. Some classes are getting extreme amounts of cheese that don't really add much to the game and detract a lot from the fun. All the CC's and immunities and counters just seem to make fights more random and drastically increase the learning curve for newbies... especially those instant 60s. :rolleyes:

 

I'm sorry to say this, but the game was a lot more fun in 1.0.

Posted

The pvp game is all about knowing the other specs... if I have a jug jump to me a see a big shield on him I KNOW not to stun him.

 

I do however agree that the noobie lvl 60's that que for pvp that have no idea what any class plays like (including their own) are going to get jacked up. I think the boost for lvl 60 is very detrimental to the game. They don't have the time to learn the spec. I honestly don't think it should be usable unless you have the other class story finished. ( meaning I can only boost a sage if I have a sorc max leveled and visa versa)

 

This post is more against noobies boosting to 60 tbh. It ruins it for pvp players and pve players alike.

Posted

There's waaaaaaaaaaaaay too much cc in this game to begin with. I feel for the not so furious marauders out there, at least Juggs have their windows when they charge.

 

They need to cut the amount of cc in this game in half, it is not fun to spend the overwhelming majority of a warzone stunned, knocked down, rooted, slowed, interrupted, chain stunned, knocked back, lolwhitebar, stunned again. Melee is infinitely more difficult than ranged; wtb balance.

Posted
There's waaaaaaaaaaaaay too much cc in this game to begin with. I feel for the not so furious marauders out there, at least Juggs have their windows when they charge.

 

They need to cut the amount of cc in this game in half, it is not fun to spend the overwhelming majority of a warzone stunned, knocked down, rooted, slowed, interrupted, chain stunned, knocked back, lolwhitebar, stunned again. Melee is infinitely more difficult than ranged; wtb balance.

 

You never played against RMD in WoW?

I think they handle CC in this game quite good. Resolve, lack of spammed cc... I like it.

Posted
actually ...some hard stuns and their DRs in wow are better solved than the unbalanced resolve crap that is going on here. ( sec in cc and resolve isnt full? and when it is full it sometimes starts wearing offw hile still in cc? that is so much fail I cant even find proper words for it.
Posted
There's waaaaaaaaaaaaay too much cc in this game to begin with. I feel for the not so furious marauders out there, at least Juggs have their windows when they charge.

 

They need to cut the amount of cc in this game in half, it is not fun to spend the overwhelming majority of a warzone stunned, knocked down, rooted, slowed, interrupted, chain stunned, knocked back, lolwhitebar, stunned again. Melee is infinitely more difficult than ranged; wtb balance.

 

ur right http://www.swtor.com/holonet/classes/bounty-hunter/mercenary

Posted
If you don't like getting CC'ed then I suggest to out skill the opposing player or try to negate what they throw at you so you can flip the tide of the war. This concept has always been around and wow cc is awful coming from a 2.2 rated holy paladin that would always get ****ed in a cc from RMP, or WMP and even DSW. Did Vader feel the cc of Emperor Sidious to save his son Luke, yes!!!!! But who won? oh Vader right?
Posted
There's waaaaaaaaaaaaay too much cc in this game to begin with. I feel for the not so furious marauders out there, at least Juggs have their windows when they charge.

 

They need to cut the amount of cc in this game in half, it is not fun to spend the overwhelming majority of a warzone stunned, knocked down, rooted, slowed, interrupted, chain stunned, knocked back, lolwhitebar, stunned again. Melee is infinitely more difficult than ranged; wtb balance.

 

well there is counters to CC however i still agree with you. there should be long duration CC that gives long immunitys instead. like stun, mezz and root should all have their own immunity aswell. that whole resolve system is pretty garbage.

Posted

I am not fond of the CC in this game, but I have adapted to it. I think the biggest issue is when they created all the speed bursts and immunities to CC.

 

All this did was mean they had to add MORE CC to control those using speed bursts and their immunities.

 

It's a matter of using CC, then breaking CC, then getting CC, then breaking it, then using CC, and oh no, I am stuck I got to fight now.

 

Some argue this is good combat and use of counters and strategy in some cases it is. But I think the speed bursts, predation, HO, sins immunities to CC, etc., it's too much.

 

If you take these away though, then there would be way too much stifling control and roots and snares on people.

 

That's why with all these bursts of speed etc., you NEED all the snares that are now in the PVP to bring the whole meta back to normal speed. lol.

 

If that makes any sense. :p

Posted (edited)
I am not fond of the CC in this game, but I have adapted to it. I think the biggest issue is when they created all the speed bursts and immunities to CC.

 

All this did was mean they had to add MORE CC to control those using speed bursts and their immunities.

 

It's a matter of using CC, then breaking CC, then getting CC, then breaking it, then using CC, and oh no, I am stuck I got to fight now.

 

Some argue this is good combat and use of counters and strategy in some cases it is. But I think the speed bursts, predation, HO, sins immunities to CC, etc., it's too much.

 

If you take these away though, then there would be way too much stifling control and roots and snares on people.

 

That's why with all these bursts of speed etc., you NEED all the snares that are now in the PVP to bring the whole meta back to normal speed. lol.

 

If that makes any sense. :p

 

thats why u in generally want alot less but also alot more meaningfull CC in the game. for example mezzes shouldnt last 8 secs they should last atleast 30 secs but give 1 min immunity. then u add a demezz ability to some class which can be cast on any friendly target. (strategic skill element right there) now said mezzed person can choose either to wait out the mezz or wait for a demezz or break it and risk to get rooted for another 30 secs but then be root immune for a whole minute and still have some mezz immunity left depending on when he broke it or got demezzed.

 

snares however shouldnt give immunitys as u want to be able to use them effectively for peeling. however their effect needs to be reduced drastically. there is some snares in the game which are technically a root which is beyond stupid design. no snare in the game should be more than 20% movement speed reduction.

Edited by Laoi
Posted
Melee is infinitely more difficult than ranged; wtb balance.

 

Crap there is no range vs melee meta in this game it doesn't exist anymore

Even with all the cc applied Melee have zero downtime and cannot be kited without the ranged kiter taking alot of damage to the point where your better off not even trying to kite.

Posted
The pvp game is all about knowing the other specs... if I have a jug jump to me a see a big shield on him I KNOW not to stun him.

 

I do however agree that the noobie lvl 60's that que for pvp that have no idea what any class plays like (including their own) are going to get jacked up. I think the boost for lvl 60 is very detrimental to the game. They don't have the time to learn the spec. I honestly don't think it should be usable unless you have the other class story finished. ( meaning I can only boost a sage if I have a sorc max leveled and visa versa)

 

This post is more against noobies boosting to 60 tbh. It ruins it for pvp players and pve players alike.

 

Agreed... Instant 60s is detrimental for PVP unless that person has also got other classes they PVP on... I personally think people who PVE all the way to 65 and then jump into PVP is also detrimental, but not as much...

I dont think the story thing would be the only option. They should also be able to get it if they have say 50 Valor on any class. Atleast that shows they know how to PVP.

The only issue is that the instant 60s are to entice new people into the game to play story and PVP isn't even a consideration...

I'm not sure what the answer is... If they'd set up a 60-64 bracket and left the old brackets alone, then they could have implimented s system where by they couldn't come into lvl 65 PVP bracket until they had 40 Valor, sure you would have lvl 65s in there with lvl 60s... But that couldn't be worse than lvl 40s playing lvl 10s... lmao...

Posted
Crap there is no range vs melee meta in this game it doesn't exist anymore

Even with all the cc applied Melee have zero downtime and cannot be kited without the ranged kiter taking alot of damage to the point where your better off not even trying to kite.

 

Sorcs and Sages excel at this... But the other ranged classes like Mercs are nearly always Globaled by good melee

Posted
Also that Operative cc/stun is too OP... It is the only one that lasts that long, plus it's an AOE... That is the only issue I have with stuns really... I've learned to adapt to the others
Posted (edited)

Sorry I played pvp in 1.0 and it wasn't that great.. I was not good at my class but by no means was I bad and my very first lvl50 pvp match i died within 3 sec of falling off the ledge in NC. No bolster was worse than bad bolster.

 

With the way it's set up now..that is just impossible unless you are terrible. Then it's just a simple l2p issue.

 

As far as CC, root, slow... I never had a prob with it and if anything i think meta wise with all the mobility now, it's improved.

Edited by masih_ad_dajjal
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