At least reduce AOE CC cast time. Impact DMG, ability to get out of it
It dominates, primary gravity well and ice storm. Also adds to desync issues for me.
At least reduce AOE CC cast time. Impact DMG, ability to get out of it
It dominates, primary gravity well and ice storm. Also adds to desync issues for me.
Itâs a really easy solution for the CC system. Counter play. If I get hit by a root, or stun, I should have the ability to get out of it via one of my skills or what not. As it stands, Berserk from hatchet is the only skill in the game with the ability to break out of a stun.
Without a way to purge those debuffs, or get out of a stun, youâll get situations where people will continue to complain about them, no matter how much you nerf them. Make stun and root breaking tie in to stamina. Make it so you can get out of the stun if you spend some stamina. Even better, give us a potion that allows us to be Immune to cc/root of all type. Make it brief, like 3-5 seconds, and make the potion have a long cooldown so it doesnât get abused.
I want to put out these feedback now, because I want you and the balance team to realize that Control is an important aspect in any video game. When you take that away, Players NEED some kind of a reliable tool to help them regain control back. Without that tool, youâre going to get players who will inevitably get frustrated. I understand if you get cc lock, you can use a unique dodge roll to get out of the way, but it just isnât reliable. Especially when said dodge doesnât work when you get rooted.
Fastest quick-fix solution i can think of is improve the freedom perks effectiveness.
As it stands now, in my personal experience, you need 4 freedoms minimum to notice a difference.
Diminishing returns on cc, all other mmos do it. It will fix a lot of problems with combat and balance in the game and people have been asking for it since release
just a musket andy fest on my sever
You are either running the CC ball of death or musket⌠nothing else works.
I donât get it⌠Why do WE have to come up with solutions to fix the game?! arenât the devs being paid for that? Do I ask you for advice on how to rum my company?
You donât ask for our input when you break stuff like Gravity Well, Spear stun lock or the WH or the 300str bonus did you?
Hire devs that are programmers and also gamers instead of just the firstâŚ
Edit: Iâm not usually this rude but this game state is so upsetting and frustrating that i just cant help it.
To summarize - melee wins every time, ranged wins every time, you donât have to even play the event to get the rewards, OPR is boring AF, the wait to get into OPR is way to longâŚ
Did I miss anything?
The problem is overall pretty complicated. CC is king because for melee itâs nearly impossible to hit anything that isnât rooted in place, either due to the abysmal stamina dodge spamming, escape tools or de-sync. You then add in the problem that there is no diminishing returns on cc and if you are in a group fight you basically will mostly likely not get out unless you can get a lucky riposte off.
The second issue is that cc and cc heavy builds can also do insane damage. GW slows/pulls, then roots and then does damage and with the armor perk does double damage. How is that even a thing? WH can also do a ton of damage to light armor folks while simultaneously chain stunning.
That all being said I think the main issue with OPR is about matchmaking. One side has 5 healers and you have 1? Youâll lose. One side is only range with no diversity, youâll lose. OPRs problem is that the game mode is very FPS like without the ability to self balance weapon load outs. You then add in the fact that the sides could also be skill imbalanced as well and itâs just a shit show.
They need to balance around weapon load out to ensure itâs not completely lopsided and then also take player skill/GS into account. GS is easy, and skill could be some sort of pvp rank that they talked about.
Decent would be pushing it for me, however, many people agree with you.
While itâs good to see some optimism on these forums Iâm not sure how this will improve things. Smaller instanced modes will simply take whatâs currently out of whack and intensify it.
There should be a mechanic that requires you to choose a loadout prior to entering OPR. Your ability scores, weapons, and gear should then be locked.
Theyâve got the metrics everytime you play. Your score is clearly displayed. Average that data out with prior scores and then place players. Another option would be to take winning members and purposefully mix them with members of the previous losing side.
Not going to try and change your mind, thatâs what it is.
Yesterday I dodged 2 grav wells to be hit by ice shower. Least it made me laugh.
Disagree 100%, the team with heavy melee GA/WH users easily dominate, you canât cap OP pew pewingâŚ
Yea, OPR and war is won by melee and healers. You probably donât need any range to win.
I think adding a minimum primary/secondary stat to all weapons should be added to stop these cheese combos and make it more unique with what stats youâre aligned to.
50 minimum on primary or secondary stat should be enough, maybe 100 for single primary skills.
How easily the GA root combos into IG roots is absolutely no skill cheese and a deal breaker for any competitive PVPer.
Funny, what do the GAs use constantly?
Correct, Grav Well.
Problem is that without the aids amount of CC in the game it becomes impossible to kill people. Maybe people really did enjoy the 100 players on the point meta.
Thereâs a difference using a short ranged aoe CC on the OP point (highly effective for capping) vs sitting on a hill 100 meters away trying to snipe people inside the structure (highly ineffective for capping)