Quote Originally Posted by Mayhemmer View Post
The out of control crowd-control
Use guard and purify. It's not that worse than in CC. If you're out of both, don't go in, that's simple. People blame CC chains when they've been caught pants down by a 20 player blob dunking on them. If you get targeted, zoom out immediately after purifying.

I'm ready to admit that the DRK pull in is annoying, but again, if you have guard and purify ready, you should be fine. If it's a case where you're fleeing, then you probably fucked up way before for being left behind and caught pants down. No matter the CC you eat, you have a 20 man blob on your ass and no way to outrun them (they can mount, you can't).

Quote Originally Posted by Mayhemmer View Post
Emphases on AoE bursting
Definitely more of a problem than in the old pvp model. AoE should be capped with heavy fallofs in FLs imo. PvE has them, so why not wide scale PvP (not crystal conflict pls, it's fine in small scale pvp)?

Quote Originally Posted by Mayhemmer View Post
Overtuned personal shielding
???


Quote Originally Posted by Mayhemmer View Post
The CRIMINAL abundance of "get out of jail free" abilities that allow individuals to get away with making insanely dumb decisions (elusive jump, sky high, phalanx, Eventide, etc.)
It's fortunate that those are here. A DRG without elusive and barrier after LB is a dead DRG. Even with both of those, it can be a dead DRG anyway. People are just not very good at catching them and ganking them out of the sky.

Tanks invulns don't bother me. They don't make tanks invulnerable to crowd control anyway, and a chain CCed tank after their purify is over is a dead tank.

Quote Originally Posted by Mayhemmer View Post
The damage reduction bandaids slapped onto the gamemode that further facilitate insane aggressive zerging
Amusingly enough, with good players, they're not a lot of reduction. You can gank almost anything very easily. On the other hand, it's clear that it's way too much for the average playerbase, and generates jobs that seem impossible to kill when competently played.

Like everything in the complaints about this mode, it's mostly tied to a skill scale problem. It's like putting first league football players with elementary schoolers. Ofc the former will stand out as unbeatable, but people prefer blaming premades and unfair combos.

Quote Originally Posted by Mayhemmer View Post
Tick-rate that can't keep up with 72 people clustering together
Yeah it's pretty bad. They should scale it down to the old 8v8v8 and see how it runs, with damage reductions cut by half or more obviously, accordingly.


Quote Originally Posted by Mayhemmer View Post
Rather than addressing these, tons of people would rather the source of their immediate aggravation be taken away, but that doesn't fix the issues.
If only it was the source of their immediate aggravation to begin with...