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Thread: CC Immunity needed.

  1. #1
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    CC Immunity needed.

    CC in the game is generally ruining PVP.

    We should have an immunity put in place after Trips/Snares/Stuns. This was put into place in other games with little to no negative impact.

    At this point it is already in the game for the push/pull mechanic for ships.

    The ideal process for it would be once you have been hit by a CC type you shouldn't be impacted by that CC for X amount of time again till it is up.

  2. #2
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    There already is diminishing returns and immunity for CC. Tbe problem is that there is so much CC and it's mostly built in to rotations and crit is so idiotic that people die within the first CCchain nearly every time so PVP is completely just down to who CCs first. It's really horrible game design.
    Epic Erenor Scepter - 856 Magic Att, 733 gimped DPS.
    Epic Erenor Katana - 815.3 DPS.
    Epic Erenor Bow - 693 DPS... worse than the gimped weapon even though it's a primary weapon.
    "Balance" . . . This doesn't even take in to account the 978.4 epic erenor nodachi, or 978 mAtt staff.

  3. #3
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    Perhaps they could give each skill tree a resistance of say 50-60%(or higher) to a specific CC.

    Each Class would then have decent resistances to 3 CCs, not perfect immunity mind you, but the chance to negate them.

    This would make PvP more than just 'CC first to win', as you would have to know the resistances of the class you were facing, or get lucky enough to be successful with CCs that they can possibly negate.

  4. #4
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    It wouldn't be as big of a deal if they didn't keep adding new tiers of even more powerful weapons. Weapons keep getting stronger, and armor doesn't keep up to negate the new higher damage outputs. There were classes that could take full chains of CC locks multiple times, but then they reworked combat and made it harder for tanks/tankiness to break the chains, on top of the huge damage output numbers from the gear score treadmill.

    I don't expect any kind of fix, because they (XL/Gamigo) are making their money off of the ones that dump money into making a quick weapon for a glass cannon to make a splash in pvp. It all started at Launch (1.2) with the introduction of regrading, and has been pushed further and more extreme with each major update. There's a reason people call this game p2w, but at least there's still some content that isn't pvp focused that they haven't cut out yet.

  5. #5
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    I don't think the issue with CC is that people can CC you for a long time but that mechanic makes pvp really stupid also. The problem is that you take full damage or in some cases more damage while cc'd so people can CC lock you WHILE killing you.

    The easy solution is to greatly reduce damage taken while under the effect of CC. The point of CC should be to temporarily disable aspects of an opposing group to allow your group to more effectively deal with other people in the opposing group (ex. CC a healer while killing a dps). It should NEVER be to lock someone down while you kill them. I don't understand why anyone would want pvp that is effectively having several people hold a guy down while you beat on him. Skill has no impact in that style of pvp and it should be fixed because it is only fun for people who don't have skill.

    The current system encourages builds that literally sit there CC locking groups of people and other builds that are ultra glass cannons that don't assume the risk of having no defenses because the target can't take any actions.

    Also, item-based CC's like that belt that does telekinesis on a target need to be effectively removed from the game. Clicking an item to disable someone for several seconds while several people beat them down is a zero skill crap mechanic that encourages zergs. The griphon glider's lift effect should also remove silence and CC and make you immune to them for several seconds so that the fall damage can be circumvented by good play. Mechanics that allow you to guaruntee someone takes most of their life in fall damage are bad for the game because it turns the player into a spectator rather than a player. In other words, it removes player skill from the equation.

    As for dps... Weapons have always outclassed armor because you have to make 7 pieces to make a suit of armor and only one or 2 to make weapons and gear upgrades come very frequently so people continue to upgrade their weapons first. This translates into people trending toward glass cannon builds. Weapons vs armor are actually pretty balanced if you're comparing a suit of similar power armor to a weapon. It just takes more time to build the suit than it does to build the weapon. Also, Resillience, toughness and character level have a massive impact on this so a lot of players don't realize this impact for a while. The Hiram system is helping people get into higher grade armor thankfully.

  6. #6
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    Good conversation and points.

    In truth to point while there is diminishing returns they are all but void with the mass amount of CC and DPS being put out. This should be reviewed an adjusted. Some forms of CC should look at a reduced damage.

    I have been in other games were CC typically fell into 3 categories Sleeps/Stuns/Trips. Most things can if into that one way or another and If I was hit by one I couldn't be hit by the same type again for x amount of time. This really is the easier way to resolve the issue IMO.

    I get that AA has more CC types but they could simplify and adjust. This would force people to button smash CC less as this would eventually just make everyone immune quickly.

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