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Thread: Guild Wars 2 RvR/Social Structure

  1. #11
    Join Date
    May 2008
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    Without knowing how much CC there is in GW1, it's hard to make a judgement. It's also unclear whether the first sentence of his response means more prevalent or more varied (leading in to the second sentence). I think CC is an integral part of PvP but it should be short duration and you shouldn't be effectively (or actually) dead by the time you come out of it. A solution might be for all CC (in PvP) to be either break-on-damage or have a significant damage reduction effect (knockdowns, stuns, etc).
    "Oh, hell no," Kylar said. "You cannot fly. Tell me you can't fly."

  2. #12
    Join Date
    Oct 2008
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    I agree that any cc that removes your ability to defend yourself, be it stun, knockdown or silence, needs to be very strictly controlled. All too often such abilities are used to add overpowered flavor to a class or create a hard counter. Restraint needs to be shown in the granting of cc but no such restraint in tailoring cc for pvp. Up cc resists, reduce duration a lot (looking at mez) as well as making sure cc breaks on damage. And no stacking cc either with an immunity timer. (chain mez, chain stun, etc)

    Still it's usually the opposite, devs throw a lot of cc in, add more cc to counter cc (smuggler quick shot) and fail to work in and work through cc limitations, resists and immunities. Not a big issue for pve but death for balanced pvp. Will be interesting to see how the cc elements of both g wars 2 and old republic differ based on their different focus and what, if any adjustments, will be made for old republic pvp.

    Still prehaps I am behind the times on this. If aion was any indication, modern small group pvp is now almost entirely controlled by application of cc. (with ae damage determining large scale pvp)
    Last edited by Vasan; 09-15-2010 at 09:26 PM.
    Vasan

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