New to pvp and it seems to be a cc / stun fest? any reason there are no diminishing returns or if they are they must be so bad they don't work?
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New to pvp and it seems to be a cc / stun fest? any reason there are no diminishing returns or if they are they must be so bad they don't work?
They exist but the durations adjustments make no difference in a mode where more than a 1 second in a loss of control is generally death. They also aren't shared across effects so yes you can be stunned then miracled then silenced which is generally what a decently organized team will do to dispatch spicey problems. As for Frontline DR wouldn't save you 99% of them time if more than 2 people are targeting you anyway.
We used to have them in PVP, but then the geniuses at SE removed them in Endwalker.
wish there was more to it, but yeah.
the pvp design team just sucks at their job
Chain CC feels bad. I think a game is fundamentally broken if it has to basically disconnect your controller in order to eliminate people. Still searching for a way that PvP can work in this game engine if at all possible. They've had some success with modes and rewards but inherent flaws in combat will probably always remain.
I don't think chain CC feels bad as long as it's multiple people using pieces of their kit, but then there's WHM which can solo chain CC people.
It definitely doesn't feel like diminishing returns exist. I've gone from a 3 sec stun to another 3 sec stun to another 3 sec stun quite often.
It doesn't much matter if stun goes from a 3 second to a 2 second to a 1 second then immune though. You die from burst in a second if your ability to heal is blocked and it's even easier if you get bound then stunned then silenced which happens often enough.
ok so its not just me then bad design. Got it ok cool thanks for the update! dipped my toe in pvp but i play games to "play them" not watch my healthbar go to zero and have no input lol. ill stick to the well designed part of the game.