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To Much Crowd Control


PlagaNerezza

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I'd like to just point out that as a customer I don't find the volume of CC that goes on and the fact you get 1 breaker on a long cooldown to be all that enjoyable as a gameplay mechanic. At times I feel completely like I have lost control over my character for far to long during pvp gameplay.

 

I think you could do a far better job of balancing CC with some suggestions people have made regarding CC. Some sort of temporary immunity to CC following usage of the breaker, or when you go white your immediately freed from the CC that placed you into the resolve immunity are my two favorites.

 

However, I don't really care what solution is employed except that the CC in the game is a bit excessive and the gameplay would be better if you toned it down somewhat.

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I didn't like the cc system at first but after reading the resolve sticky and field testing some of my own I don't think it's that bad.

 

I don't like the fact that a shadow/assassin is equipped with 2 x 8 sec cc's which allow them to take a node from a sole defender. If not the first time, the second time when the cc breaker is on CD. Not too worried anyway. There should never be only one defender at a node especially when you're set with 2 nodes to begin with. Rateds will see this happen less and less.

Edited by ATango
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CC only feels out of control when you are attempting to take on multiple enemies at once, or when multiple enemies take you on at once.

 

It also doesn't help that most people don't know which effects are CC and which are not (roots and snares aren't).

 

I personally think that they should have a CC/Resolve training quest that you have to complete before you can queue.

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CC only feels out of control when you are attempting to take on multiple enemies at once, or when multiple enemies take you on at once.

 

It also doesn't help that most people don't know which effects are CC and which are not (roots and snares aren't).

 

I personally think that they should have a CC/Resolve training quest that you have to complete before you can queue.

 

Right, the problem is that too many people have no clue how resolve works or even care to find out. So you have too many people spamming whatever CC they have which makes people resolve cap and immune too fast or at the wrong time. People really need to try to learn the game before they complain, but that is too much like right and it is easier to come here and compalying that is broken.

Edited by DarkDruidSS
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Right, the problem is that too many people have no clue how resolve works or even care to find out. So you have too many people spamming whatever CC they have which makes people resolve cap and immune too fast or at the wrong time. People really need to try to learn the game before they complain, but that is too much like right and it is easier to come here and compalying that is broken.

 

and then come the endless roots....

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and then come the endless roots....

 

What's the problem? You can't chain root someone unless you have more than 1 person rooting you. Not all classes have roots or spec to make their abilities root. Some classes are immune to being rooted if they have certain abilities. Without roots certain classes can't perform like they should.

 

Roots and snares shouldn't be on resolve for the simple fact that while rooted you still have control of your character. You can still attack if the target is in range. A lot of people get rooted and then completely stop playing their character until it ends or they die because they seem to assume they were stunned. If you are rooted and you can't help it... well that's the game. You can burn your CC break or you can sit it out.

 

Making roots and snares hit the resolve meter would completely disable the viability of some classes not to meantion everyone would be CC immune more often than they already are because a lot of classes have roots or snares built into their attacks.

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Yes there are. EVERY movement impairing effect should add to resolve. Snare breakers need to have their timers reduced by 50%.

 

You say that only looking from your class perspective and not the whole picture. Many classes have snares and roots built into attacks that they may not necessarily be using for the 2nd effect... like a snare. Warriors have a small root on their leap... not by choice. Is it fair that a warrior builds resolve on enemies every time they leap? If that is fair then that should be applied to powertech too... but it's not.

 

Wither is a key component to any tankasins rotation to be remotely effective. They aren't neccessarily applying it every time for the snare attached to it... although it is a nice bonus. Making snares and roots hit resolve will break classes.

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You say that only looking from your class perspective and not the whole picture.

Bull **edit**! I look at it from a "fun" perspective. Not having any control over my character sucks and no matter what people like you say to try to convince anyone it's 'strategy' or 'fun', it falls on deaf ears with me. There are FAR too many flippin CCs in this game and it drives players away from PvP.

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I didn't like the cc system at first but after reading the resolve sticky and field testing some of my own I don't think it's that bad.

 

I don't like the fact that a shadow/assassin is equipped with 2 x 8 sec cc's which allow them to take a node from a sole defender. If not the first time, the second time when the cc breaker is on CD. Not too worried anyway. There should never be only one defender at a node especially when you're set with 2 nodes to begin with. Rateds will see this happen less and less.

 

One defender is standard when you only have one node and you're trying to take another. Obviously it should be a decent player with his cooldowns available.

 

The shadow/assassin cc you speak of (scoundrels/operatives have it too) is the 8-second out of combat mez. It breaks on damage, so wait it out. Also, it takes a full 8 seconds to cap a node, so unless you are in a bad position, you can almost always prevent the cap when it wears off.

 

Edit: Now I remember what i was going to say. I find it annoying that only certain classes get abilities that break roots and snares. It's almost like an extra cc breaker, and they are often on very short cooldowns. The one that miffs me the most, especially since my main is a Guardian tank, is the shadow's force speed. I think if all the classes got some ability that broke roots/mezzes as a secondary cc breaker, it might improve quality of life quite a bit. Of course it could have unintended consequences and I'd be happy to hear what those might be.

Edited by LarryRow
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I don't like the fact that a shadow/assassin is equipped with 2 x 8 sec cc's which allow them to take a node from a sole defender. If not the first time, the second time when the cc breaker is on CD.

 

No way he will cap in time.If he succeeds, that´s a big L2P to the defender.

 

Don´t panic and don´t use the CC breaker early.

Edited by Sabredance
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Bull **edit**! I look at it from a "fun" perspective. Not having any control over my character sucks and no matter what people like you say to try to convince anyone it's 'strategy' or 'fun', it falls on deaf ears with me. There are FAR too many flippin CCs in this game and it drives players away from PvP.

 

You have limited control of your character if rooted or snared, but you have more control than if you were stunned, mezzed, feared, knockdown... etc. You can attack while rooted or snared IF someone is in range. It's not the same a losing full control which I completely agree that any ability that makes you lose full control of your character should hit resolve... roots and snares don't fit that description. You can still activate abilities or use stims/medpacks while rooted or snared.

Edited by DarkDruidSS
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No way he will cap in time.If he succeeds, that´s a big L2P to the defender.

 

Don´t panic and don´t use the CC breaker early.

If the defender is to close to the node he is defending, making it so that the assassin does not require to move his character between sapping and starting to cap,and he is not to slow on reflex he can sap-cap.

 

But, the game needs more cc, i miss wow :( .

 

You never went immune to ALL cc in wow. *unless u were a paladin with bubble :D

Edited by Dmasterr
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Heh, the CC in this game is fine. If you wanna see over the top CC, go try DCUO. That's excessive.

 

They have active blocking which can be hard stunned with a Block Breaker. Hard attacks which are blocked cause the attacker to take heavy damage and get knocked down. Combine these with regular stuns, encasements, and knockbacks.

 

SW:ToR isn't that bad.

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CC only feels out of control when you are attempting to take on multiple enemies at once, or when multiple enemies take you on at once.

 

It also doesn't help that most people don't know which effects are CC and which are not (roots and snares aren't).

 

I personally think that they should have a CC/Resolve training quest that you have to complete before you can queue.

 

Most the time you fight its multiple enemies. I understand 5 on 1 is not going to be good. I know how resolve works and use my CC breaker effective and use my CC when it matters.

 

However, I still find it to be excessive and I don't really agree with the notion that a snare/root should not be subject to resolve. I do think some players don't know resolve. However, I don't find that to be the case on 75% of the queues I am in and see. Most people get it and use it and try and gain an advantage with it in pvp.

 

I think some balance is needed. You didn't really express an opinion on the topic, but I think its fairly safe to put you in the does not need to be changed camp.

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One defender is standard when you only have one node and you're trying to take another. Obviously it should be a decent player with his cooldowns available.

 

The shadow/assassin cc you speak of (scoundrels/operatives have it too) is the 8-second out of combat mez. It breaks on damage, so wait it out. Also, it takes a full 8 seconds to cap a node, so unless you are in a bad position, you can almost always prevent the cap when it wears off.

 

Edit: Now I remember what i was going to say. I find it annoying that only certain classes get abilities that break roots and snares. It's almost like an extra cc breaker, and they are often on very short cooldowns. The one that miffs me the most, especially since my main is a Guardian tank, is the shadow's force speed. I think if all the classes got some ability that broke roots/mezzes as a secondary cc breaker, it might improve quality of life quite a bit. Of course it could have unintended consequences and I'd be happy to hear what those might be.

 

It's the reason I don't stand close to the cap point because the mez is close range. So I only have to use my breaker on the whirlwind. 8 secs is enough to cap against me. You can call it a L2P issue... I call it a latency issue. I play from the Caribbean on an east coast server so my latency gets no better than 150-600ms, if they hit me with the second cc or the second attempt and then start capping immediately, more times than not they will succeed. I have literally been spamming Hammer Shot at the final few secs of the second CC and they still managed a cap. Then why do I defend? Sometimes I'm the only one willing to do it.

 

Vanguards and BH equivalents also have secondary root breakers. It is available but not very commonly spec'ed by Assault Specialists (1-2min CD according to procs) and then there is Hold the Line(30sec CD) for tactics.

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I personally do not see the problem.

 

Sure, if you are up against multiple foes, then this might happen to you. Happens to me with my vanguard plenty when suddenly all imps jump me just because I was a bit too persistant to hunting them down. I won't complain though.

 

In 1vs1 encounters it is very balanced. In 1 vs. many you might end up being CC'd until you die. Oh well, such is life in SWtoR. It is not like this happens more than maybe a couple of times per engangement. At the same time, if you play smart, you can do the same to your foes.

 

So why complain about it? Use it to your own advantage!

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Making roots and snares hit the resolve meter would completely disable the viability of some classes not to meantion everyone would be CC immune more often than they already are because a lot of classes have roots or snares built into their attacks.

 

Then take the roots/snares out of those abilities. It's stupid for classes to have 4 skills with random CC elements anyway. Use CCs for CCing and DPS skills for DPSing, seems simple to me.

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Learn to hunker.

 

Oh right, you gave up the CC-immunity class. Then don't complain.

 

Well I play my GS from time to time, and continue to report CC issues even with the limited CC immunity skill that causes you to self root and be unable to move for the duration or be subject to CC and instant melee death.

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Snares are meant to close distance and keep a foe in range. CC's are for that purpose and/or temporarily disabling an opponent.

 

If you gain immunity from the ability to hold an opponent in place or disable them I don't understand how one "Root" or "Snare" is different. Just because you give it a different name and call it "snare" doesn't mean its any less of a snare than whirlwind, or legshot. Its still impaired movement.

 

I understand that resolve is currently setup to treat certain snares differently, however, I find that to be annoying and makes pvp clunky.

 

Standard PVP Scenario:

PVP Starts with Snares, Mez, roots.

Resolve Fills.

CC breaker.

Snare/slowed.

Sprint.

Snare/slow.

 

Without distance its very difficult to effectively vanish even if you have that ability.

 

I don't see why post CC breaker with white resolve you should be the subject of additional means of making combat feel laggy and out of control of your character.

 

I think that fix would make the game feel so much more enjoyable. At least let people die moving around.

 

 

 

Happens to me almost everytime I try and escape a bad situation.

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Snares are meant to close distance and keep a foe in range. CC's are for that purpose and/or temporarily disabling an opponent.

 

If you gain immunity from the ability to hold an opponent in place or disable them I don't understand how one "Root" or "Snare" is different. Just because you give it a different name and call it "snare" doesn't mean its any less of a snare than whirlwind, or legshot. Its still impaired movement.

 

Because you can use your character's abilities/items while snared or rooted and you can not in whirl wind... like you posted. That is the difference. A root is not a mezz, stun, blind, sleep, fear or knockdown. So you still have control over actions your character can make. You just may not be able to move if your CC break is down or if you don't have access to CC breaking abilities like Force Shroud or Unrelenting... whatever the juggernaut ability is.

 

Correction. Don't want to get the sins and shadows mad at me. Force Shourd doesn't break CC, but it can prevent you from being CC. Force speed if specced for it will break movement impairing effects.... sorry guys... don't kill me.

Edited by DarkDruidSS
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