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Resolve


EternalFinality's Avatar


EternalFinality
03.13.2012 , 01:14 PM | #41
Quote: Originally Posted by indelible View Post
Wait a second.

You're blaming the system for your shoddy use of your CC breaker?

>.>

Fair enough, sir. Fair enough.
And the other 92% of the time it's on cooldown?

MPagano's Avatar


MPagano
03.13.2012 , 01:15 PM | #42
Quote: Originally Posted by EternalFinality View Post
And there you have it. You have full resolve for TWO SECONDS. Do you not see how fatally flawed the system is? You just got CC'd for 9 seconds and you are immune for 2. What a broken system.



There are no hunters in this game. There is no dead zone or minimum range. Ranged deals the same damage from melee as they do from ranged. They don't NEED to kite to deal damage either.
Yes, full resolve for 2 seconds. But you can't be damaged while mez'd, otherwise the CC breaks. Are you suggesting that you should be immune to any mez after a short stun?


I am not saying there's a dead zone for ranged dps. I'm saying that a ranged player doesn't want a melee player in their melee zone. Do you really not understand this? Do you play a sniper and prefer to tank a maurauder while shooting at point blank and making no effort at kiting? Maybe I don't understand ranged!

MPagano's Avatar


MPagano
03.13.2012 , 01:21 PM | #43
Quote: Originally Posted by EternalFinality View Post
And the other 92% of the time it's on cooldown?
I think a lot of things on the forum boil down to fundamental differences. When I read this response, I wonder what your point is? But then I realize that this seems like a moot statement to me only because of my assumptions. I don't beleive that a player should be able to avoid CC in every scenario. I think resolve keeps CC from being too ridiculous, and the breaker gives you a get-out-of-jail free card every 2 minutes.

You might just feel like that's not the case, and that's fine. We can leave this thread for BW to review our fundamental opinions of what we want in a resolve system.

EternalFinality's Avatar


EternalFinality
03.13.2012 , 01:22 PM | #44
Quote: Originally Posted by MPagano View Post
2 second stun generates 400 resolve decaying at 25 resolve per second. Let's say you aren't stunned until the precise moment that the leap stun stops. that's 2 seconds which means you've decayed from 400 resolve to 350. Now you are stunned for 3 seconds which generated 600 resolve and puts you at 950. Let's say they time the stun again to coincide with the end of the previous one. 3 seconds decays 75 resolve putting you at 875 when the 4 second stun hits, generating 1200 resolve and putting you at 2075. You've been stunned for 9 seconds. If you're still alive, you're immune for over 20 seconds.

I agree that this would be frustrating and unlikely that you'd survive 9 seconds of being stunned. However, I still have to wonder where the team is? It's not likely that the stuns are coordinated perfectly, although by considering this we can view an absolute worst case scenario. If your team mates are not controlling the enemy, if they're not healing/tanking you, then I guess you're right- that's a ****** situation. But is that because resolve is busted? And since you aren't breaking CC with the breaker, it must already have been used in the past 2 minutes to take advantage of resolve in anther situation.

Assuming you have a team worth anything, you would come out of the 9 seconds of stun to enjoy a further 16 seconds of cc immunity. Enough time to walk almost half of the huttbal field while snared.

I'm just going to leave that there. Again, I'm not saying anythign one way or the other about the effectiveness of the system, I'm simply painting the picture for others to comment on. Frankly, I don't think this scenario is that absurd in a group setting where you've just used your CC breaker minutes earlier.
I know how it works. I'm saying that it's a terrible system for working this way. The decay in particular is a crippling flaw. They clearly intended for 2 hard CCs = full resolve but that's not how it's working out in reality.

You suggest about how your team should be helping you, but remember many CCs are aoe. Many people could be suffering from this terrible resolve implementation at the same time. Often, many are. PvP is a CC fest for precisely this reason.

indelible's Avatar


indelible
03.13.2012 , 01:22 PM | #45
It's amusing to me that you are all entertaining then "2 second stun + full mezz" scenario like it's an actual thing that happens very often. It doesn't. It's perhaps one of the single most rare stun combos you are likely to encounter.

For the vast majority of the time you will enjoy over 16 seconds of CC immunity after being stunned whilst being able to actively play, which is a huge amount of time. Entertaining those rare scenarios as reasons why the system should be scrapped and switched to DRs is a ridiculous idea.

It's not perfect, but Resolve at its core makes CC a known quantity at all times. And that's the point. You know precisely what is going to happen and when it is going to happen with Resolve; with DRs you don't. You can make guesses with DRs and be totally ****ed over by them, but with Resolve you always know exactly what is going on and what is likely to go on.

If you want a system where by CC is just some random thing that happens randomly for a random period of time ranging from 0 to X with a random percentile chance to resist/break on a series of random events that you largely can't account for, go and play World of Warcraft.
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MPagano's Avatar


MPagano
03.13.2012 , 01:25 PM | #46
Quote: Originally Posted by EternalFinality View Post
I know how it works. I'm saying that it's a terrible system for working this way. The decay in particular is a crippling flaw. They clearly intended for 2 hard CCs = full resolve but that's not how it's working out in reality.

You suggest about how your team should be helping you, but remember many CCs are aoe. Many people could be suffering from this terrible resolve implementation at the same time. Often, many are. PvP is a CC fest for precisely this reason.
That's fine, I think that's all we can say. I didn't realize there were AoE stuns, though. I still can't think of a situation where I've been getting CC'd along with my allies and couldnt' receive their support. Maybe I just haven't been in the same situations as you.

indelible's Avatar


indelible
03.13.2012 , 01:26 PM | #47
There's a 6 second cool down before the 25 resolve per second drain kicks in. It is not instant.
War Hero Lythria Azrael - Sith Sorcerer
Bloodworthy EU (2011-2012 <Take Two>)
Tomb of Freedom Nadd EU (2014 <Death Watch>, 2015)

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Neamhan
03.13.2012 , 01:26 PM | #48
Quote: Originally Posted by Karandor View Post
The reason people ***** about resolve is smart player know how to use the system to their advantage and bad player blows their CC breaker early or blows all their stuns right away to give a person full resolve while only being stunned for 4s.
When the CC breaker has a 30 second cooldown, then this will be a valid argument. Since it has a 2 minute cooldown it doesn't matter how good you are, your CC breaker will frequently be down.

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EternalFinality
03.13.2012 , 01:27 PM | #49
Quote: Originally Posted by MPagano View Post
I am not saying there's a dead zone for ranged dps. I'm saying that a ranged player doesn't want a melee player in their melee zone. Do you really not understand this? Do you play a sniper and prefer to tank a maurauder while shooting at point blank and making no effort at kiting? Maybe I don't understand ranged!
Ranged players don't want melee in melee ranged because they're being hit! But while it's undesirable, they do not suffer any offensive penalties by being so. If they're in melee ranged fighting another ranged character do they mind? Not really.

Melee on the other hand being outside of melee range can't attack at all. It's not "undesirable" - it's required.

Quote:
Yes, full resolve for 2 seconds. But you can't be damaged while mez'd, otherwise the CC breaks. Are you suggesting that you should be immune to any mez after a short stun?
The issue is how long you are in control of your character. CCs are not fun to players and should be harshly limited. Resolve attempts to reward time in which you are not in control of your character with a period where you can "go nuts" by having CC immunity.

This doesn't work in practice, because of the terrible resolve decay, and because roots are unaffected by resolve.

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RG_jhanlec
03.13.2012 , 01:28 PM | #50
Quote: Originally Posted by AntoniusDelitan View Post
More Resolve QQ?!

I have yet to see on any livestream or any fraps video... someone being stunned or CC'd with a full resolve bar...
The biggest part of this is people not understanding that resolve wont make you CC immune until you see it going down.

The actual occurrence of the solid white bar decaying is when you are CC immune; not before or after, just during. Trust me when I say resolve is working as intended.

That said, I am one of the biggest critics of it overall; it works for sure, but it is probably close to one of the worst systems I have ever seen in a modern PvP game. Roots and slows really offset its effectiveness since most classes have some type of root and slow. Add to that the difference in the amount of resolve added to certain types of skills and the sheer number or players that rerolled certain classes notorious for having tons of these skills and you have the current system we play today.