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I mean... it's true.
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https://memegenerator.net/img/instances/22666344.jpg
I mean... it's true.
More like Afflatus Purgationlines. So tired of that LB.
If you ask me, falling back on CC spam means you can't make good pvp
I liked the old pvp with next to no crowd control. No idea why they think people not being able to move their character and use abilities is somehow more fun. Guessing they don't like playing the game so they figure the more time you spend not being able to play it, the happier you will be!
Me, I like playing the game. Moving my character. Using the abilities.
Maybe I am just weird that way.
PvP with no crowd control is terrible pvp. Its what lead to healers being unkillable.
Not really because it depends on their healing abilities however like many things in life something inbetween both extremes would be right.
Current mass CC is as bad as having no CC. Only considering CC we actually had a rather good balance before.
They really need to just bring back the diminishing returns and immunity from getting spammed with the same type of CC and limit that ones that ignore such to LBs.
Purify really doesn't cut it.
Bring back the old diminishing returns, but keep the crowd control. Make classes have to work together to lock someone down, instead of spamming every cc you have.
Diminishing returns were maybe a little too punishing when classes had less cc, but now in the current mode I think it could be perfect.
It really depended on the skill of the healer vs the ones trying to kill them. In reality, 3 skilled DPS should easily kill a healer, no matter how skilled they are. 1 on 1, my monk could absolutely melt a scrub healer in 4 seconds, but next to impossible vs a skilled one.
And I don't think anyone is arguing there should be no CC. But there is a middleground.
Perhaps bring back the immunities to FL, and make the LBs not activate as fast?
There are issues but yeah LBs seem to the biggest one right now. Some feel more busted in FL than others. Well, some of them feel just too big in CC right now, so I imagine if some of those get toned back they will see impacts in FL, but I wonder if some clauses on some of them like their effects only working on up to five people would work. Not sure how to go about this.
Battle High isn't needed anymore. Damage is far too high that a high rank of battle high on burst oriented classes instantly delete people with little warning.
The lack of responsiveness on OGCD abilities really shows when I can pop recuperate, then have the heal go off after I'm already dead or hit Purify the moment I get CC'd but still die before I have a chance to do anything due to it taking close to a second to actually go off.
I think they ought to at least make the CC immunity on the latter be baked into it by default and not require you to actually dispel an effect because the server ticks are so slow that you often can get stunned/bound/whatever again before it even has a chance to kick in.
The new PvP system and Frontlines are basically incompatible. CC is fine, literally nessecary for this type of MMO but this in this match size with the limited mobility and immunities it doesn't work so well.
This is more of a Frontlines issue than the new system though. It will need some reconfiguring.
You don't design around bad players, we have more than enough problems with what that's done to PvE in this game.Quote:
It really depended on the skill of the healer vs the ones trying to kill them.
If no diminishing returns, why not give us unlimited purify!!
Like...
unlimited CC ⊹╰(⌣ʟ⌣)╯⊹ unlimited purify...
balance and harmony
((...seriouly jk, just agreeing that some sensible tweaking of cc would be reasonable way forward in my opinion, too))
As previously stated, diminishing returns are the best solution to this. Keeps the CC to make the Game interesting but prevents permaspam.
Purify just needs to be on a shorter CD or it needs to give immunity for like 10 seconds or something.