Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

Stun locked in PVP! It's just too much!

STAR WARS: The Old Republic > English > General Discussion
Stun locked in PVP! It's just too much!

Belegrin's Avatar


Belegrin
01.12.2013 , 07:10 PM | #11
they just need 2 do stun immunity thats all like 4 or 5 sec till next stun

Athena-Nike's Avatar


Athena-Nike
01.12.2013 , 07:15 PM | #12
Is this a nerf Ops thread in disguise?

Katsuragisama's Avatar


Katsuragisama
01.12.2013 , 07:44 PM | #13
Quote: Originally Posted by bassfu View Post
They didn't really, the stuns in GW2 only last 1 or 2 seconds and you have to spec into them at the cost of something possibly more useful. So it's possible in a sense to still stunlock to a certain degree.
Except the thing with GW2 is also that:

Yes, there are stuns/knockdowns/immobilize effects.
The cooldown on them are usually between 30-45 seconds, though some skills might be lower.
The cooldown on stun breaking skills is roughly the same, with some lower CD ones.

As a Thief player, I have access to Basilisk Venom. It's a hard CC that turns them to stone for like 1-2 seconds. I have 3 skills that could break that. Shadowstep, Withdraw, and Roll for Initiative. By the wiki they are on a 50 (last I played Shadowstep was on a 30 second CD though I think), 15, and 60 second cooldown respectively.

Those few seconds are perfect. It makes you think about whether or not you should actually break CC then, or another time when you are in desperate trouble. It also leaves time where the same person could stun you again if they catch you at the wrong time.

Here, stuns alone are 4 seconds. Most have a cooldown of like 45 seconds. But the cooldown on your one and only CC breaker is usually double that of the CD of hard CC. It would be better if the cooldown on CC breaker was more like 60 seconds, compared to 1 1/2 minutes... Lowering it to 60 or perhaps a little less, could make a nice difference.

Yes, you should have moments when you get stunned and you only have a few seconds left on your CD for CC break. Otherwise, it would negate the point of stuns to begin with. But the problem is the same person could (hypothetically) stun you 1-2 more times before your CC breaker is even close to coming off CD. And this problem is exacerbated when pretty much every class has some form of CC at all times.
Quote: Originally Posted by John Riccitiello, Electronic Arts Inc. - CEO
When you are six hours into playing Battlefield and you run out of ammo in your clip, and we ask you for a dollar to reload, you're really not very price sensitive at that point in time... We're not gouging, but we're charging.

AsheraII's Avatar


AsheraII
01.12.2013 , 07:44 PM | #14
I'd actually suggest a few things:
-Resolve bar: needs to fill up faster and clear our faster. A stun lasting longer than 4 seconds should fill the resolve bar to 100% right away. Stuns upto 4 seconds should fill it to 75%, snares should fill it to 50%. 10 seconds after the last stun runs out, it should start dropping down again, taking 20 seconds to go back to empty. So basically: you should get stun immunity faster and easier, but the stun immunity should also be shorter lived, and not something you could save up for half a game.
-CC Breakers should have an additional feature, one that many teams won't like, but I think it might be necessary to bring back some of the challenge. They should remove all markings. It's basically standard these days to "mark the healer", and in some warzones, I now see players going out of their way specifically to hunt them. From the moment a healer runs out of the spawn area, he or she will be tracked, and all movements are easily spotted across half the map. No hiding behind a couple of boxes or sneaking around the enemy, that big mark floating over their head will tell everybody where they are.
The other option would be to simply remove all markings whenever a player dies, ofcourse. In that case, it could become a tactical decision to NOT kill the healers, so people can follow their movements and make a guess where all the other enemies might be.
. . . . . . ¶▀‼▀▀▀▀
__=##¯¯(▀▀[Φ]▀▀▀▀‼‼▀▀▀▀▀▀▀▀▀▀▀‼▀▀!
|####/ ( /==¯¯¯¯¯|####/¯¯

Applicator's Avatar


Applicator
01.12.2013 , 08:00 PM | #15
Or you could move around in a group and use team work instead of trying to solo everyone. Most PVP whinges are from people that are not playing the game as intended

Voxx_Voltaare's Avatar


Voxx_Voltaare
01.12.2013 , 09:53 PM | #16
I'd be happy if all stuns/CCs broke on damage from anyone, excluding DoTs already applied. They should be used as a defensive move first and a controlling move secondary. It would be a more rewarding skill when acting solo, either as an escape tool or to stop a ball carrier or healer, etc. when nobody else is around. But the situation where a group can gang up on someone, stun lock them, and all damage them down in a few seconds needs to stop.
The Voltaare Legacy /// Harbinger
Ætheriä - SentinelDöctör-Stränge - Scoundrel

DorkTrooper's Avatar


DorkTrooper
01.12.2013 , 09:58 PM | #17
BW, please put PVP (stats, abilities, and all, ripe for the nerfing) in its own little world, so the rest of us can still play with a variety of fun options in PVE.