@greenfox said in Fractured Sprint 13/15 Recap (Feb 05, 2018):
@jairone said in Fractured Sprint 13/15 Recap (Feb 05, 2018):
@greenfox said in Fractured Sprint 13/15 Recap (Feb 05, 2018):
@jairone The only good CC debuff i have ever seen.
After receiving an Stun. You will have an 20% chance to shrug off the next stun.
And this stacks and sticks with you for 20 seconds.
I know, i know!
It makes it hard for cc spam to affect a fight if it goes on to long.
But as both sides have the same debuff going on, picking targets and killing them while on the first cc or second rotation.
Makes this more tactical, then to perma cc someone with a chain spam.
And if something is doable, people will do it.
I can remember a guild, that would abuse "stun" spam via a musical skill.
Anyone entering the range, would be stunned ... forever. They won pvp matchs non stop, till the devs added the stacking debuff. Which made pvp generaly more fun and fair.
- CC resitance got added as a stat, derived from vitality. Tanks would be harder to cc then squishy mages or archers.
Again, my problem with that is that it only addresses the specifics of PvP, with a boring minor effect, that essentially destroys any chance of having something like controller builds that are viable in PvP (which generally means they simply don't exist). Which is why I thought of having something else.
I'm not suggesting something where people can be long term stunlocked. I know that isn't fun. I want something with more to it than "Oh, I got stunned before so now somehow I'm less vulnerable to it." There's a ton of possibilities out there, and a lot that can impact other areas of gameplay instead of being essentially just a PvP thing. In fact, I think that with some work the idea of having other effects tied to CC would make a huge impact with PvE content.
Yes, people abuse things. Which is why I was also open to the idea of having breakouts (basically a form of diminishing that isn't quite so obvious, so there is some surprise with the randomness of it). Because we all know that with d.r. in place people have timers running on how long it will last, and plot around that. It is essentially still stunlock and kill. Just with shorter stunlocks and downtime.
Why wouldn't they exist?
I truly don't get it.
Controller builds existed still after the "nerfs" to the supreme OPness. What was perma stun loocking, anyone and everyone ...
It just wasn't all mighty anymore.
A stun, a second one.
A slow or a blind.
These wouldn't "Stack" on each other, just the same kind of cc would inflict the deminishing return buff.
Peopel switched from makeing it an "totaly cc zone" too "clever cc layers, which worked well. But where beatable, if someone really made an effort".
... the moment someone can cc chain you for more then 3~5 seconds in one spot, for an 100% chance.
It's not fun for anyone.
It's like how guildwars was a fun pvp game. Till you saw how high end people fought ... all stacking the same dots on the same enemy. And nukeing that dude with an extrem amount of damage. Or any extrem hard cc ... or other extrem nuke.
Pro PvP in guildwars ... was boring as hell.
And about the "somehow less vunerable".
You could say, that the magical stun. Works the same way like the common flu.
You catch it and the next month, you're less likely to catch it again after getting trough it. But you might catch it nevertheless if your unlucky...
And if you stand in a train with people with snoot dripping and coughs and sneezes flying everywhere.
Well ... the best luck not catching that flu again.
Good analogy with the flu. I agree that as time stunlocked goes up, a player's fun becomes an issue.
As for controller builds, tell me where they are in MMOs right now. I'll wait while you find one that is relevant for more than one ability in a random raid battle where that is the only battle a person stays in that build. Because, well, they really just aren't. Even in games where you can have them, they end up being nowhere near as effective as just mass burning things.
I'd like to see more options again, but I don't want to see the whole perma-stunned thing either. I also would like to see even greater depth to the combat and choices of control, where people also won't want to just control a PvE enemy for a long time or anything.
So... that's why I proposed an idea. I'm flexible. It could work WITH diminishing returns, or something similar in some fashion. There's never only one option in life, unless you are unfortunate enough to be placed in a standard MMO storyline...