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To Much Crowd Control

STAR WARS: The Old Republic > English > PvP
To Much Crowd Control

flem's Avatar


flem
06.05.2012 , 10:44 AM | #11
Learn to hunker.

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


TUXs
06.05.2012 , 10:45 AM | #12
Quote: Originally Posted by DarkDruidSS View Post
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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LarryRow's Avatar


LarryRow
06.05.2012 , 10:50 AM | #13
Quote: Originally Posted by ATango View Post
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.

Sabredance's Avatar


Sabredance
06.05.2012 , 11:08 AM | #14
Quote: Originally Posted by ATango View Post
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, thatīs a big L2P to the defender.

Donīt panic and donīt use the CC breaker early.

DarkDruidSS's Avatar


DarkDruidSS
06.05.2012 , 11:21 AM | #15
Quote: Originally Posted by TUXs View Post
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.
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Dmasterr's Avatar


Dmasterr
06.05.2012 , 11:24 AM | #16
Quote: Originally Posted by Sabredance View Post
No way he will cap in time.If he succeeds, thatīs a big L2P to the defender.

Donīt panic and donīt 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

Tremont's Avatar


Tremont
06.05.2012 , 11:27 AM | #17
+1

The problem is in the fact that SWTOR was never designed to be a PvP centric game, all the CC was designed for PvE, which makes it horrible in PvP.
Look unimportant, they may be low on ammo.

AmorphousCro's Avatar


AmorphousCro
06.05.2012 , 11:37 AM | #18
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.

PlagaNerezza's Avatar


PlagaNerezza
06.05.2012 , 11:45 AM | #19
Quote: Originally Posted by Darth_Philar View Post
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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ATango's Avatar


ATango
06.05.2012 , 12:00 PM | #20
Quote: Originally Posted by LarryRow View Post
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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