If stagger was on basic attacks again, it would kill the whole combat scene- again…
Nobody that played during preview liked stagger on any attacks as it caused everyone to conform to the hatchet due to it’s swing speed, and it was just left click spam… tie that into 300 str to get grit on all attacks(aside from abilities) and we’ll see the same boat sink.
I have been thinking about some changes to the way a few things work, such as
Instead of living + weapon damage change to the ability gains points based on attributes
Making damage on attacks based on attribute + damage value
Example: Your ice storm does base damage + X damage per an intellect point your ice storm deals 60% weapon damage + 1 damage per an intellect point
This would be the control mechanism to prevent really toxic and abusive builds, but would also help encourage others
I have also been looking at
Stamina is reduced to 50 base.
Con or a new attribute (stamina) adds additional stamina. Then working haste caps into these values, for example you cannot exceed x % of haste unless you have a perk that expands it.
This is the control mechanism for really agile, super fast, dodge crazy builds that basically can never be caught.
I agree. The crowd control in this game should be set up in a way that you time your attacks after it, and try to kill during that cc phase. When you do not have such damage or CC, you have to play “defensive” which means to kite around pillars, dodge or hide from enemies, etc.
This A Than B style of pvp is excellent, and provides meaningful choices and a meta to be lernt instead of just spam. Spam is the downfall to any meaningful action, and guild wars 2 is a testament to this.
Maybe if it were fully charged, not half charged. but still, DRs is needed to fix the game’s current meta/combat. The only way people honestly net their kills (for the most part) is CC spam until the target(s) are dead. if there were immunities added, 2-3 seconds long per CC depending on what CC you got hit with, it would create a shift in playstyles regarding spam vs well-timed assault.
honestly, I don’t see more CC being a fix to the current CC spam. people will just get more infuriated about being locked till death.
Right now what happens the majority of the time in any PvP situation where it’s competitive: You will get rooted over and over until you’re dead, and if you’re not dead, they kite until they can sync dump CC again.
If you were recently stunned, you should be immune to stuns for 2-3 seconds after the stuns effects wear off. If you were rooted, same thing, immune for a couple seconds to roots. etc etc. for all CC, staggered- stagger immunity, snared- snare immunity. The immunity would only last for 2 or 3 seconds which is enough time to still utilize sync dumps, but they would have to be better timed sync dumps.
But this would prevent seeing 3 GW’s landing at your feet, along with an ice shower, you’d be immune to the roots, but you would in turn just be snared from it’s effects, but still capable of dodging.
“every concept of combat in the game needs a counter reaction to it”.
There is no counter for stunlock. In wow we use mechanical systems (Diminishing returns) to handle that situation, but in wow we also have base cc durations that are much longer than in new world. In theory changing the heavy armor bonus off of +duration on cc, to something else would effectively make the DR system in way built into the game; effectively we’d nullify the major need to have it due to low duration cc.
I think new world CC is onto something really big by having stuns break on damage, and so on. The only issue i see here is that heavy bonus, and that slows are not done enough in the game, more specifically on the right classese (bow, ig and vg).
even in Dark age of Camelot, there were diminishing returns, except in daoc, if you got stunned you HAD to sit for the full length of the stun… which was killer considering most stuns utilized were near 10 seconds long (I think 9 on average) but there were realm abilities for involving yourself in PvP combat. you would get rank upgrades that allowed you to spend those realm points on such abilities like: Purge, a 30 minute cooldown ability that would cleanse you of all debuffs.
Maybe if something like those ranks be implemented in NW would be dope. augmented attributes, purge, extra HP pool, extra mana/power pool, crit chance, etc etc. but DRs… those are always needed to prevent spam imo.
I just want to see more people expand on builds rather than youtubing the cheese builds to spam CC/roots with 0 DRs… just makes it the clear cut winner vs any other form of competitive PvP.
It goes, #1. Roots
Then a tie with flattens, stuns and staggers
at the bottom, even though it’s really powerful still, just by comparison, snares are the bottom tier CC.
If your character can’t move or dodge, that’s when you usually die as you cannot do anything else aside from move like a slug or not at all, only block.
“Blocking should take less stamina damage than dodging”
You are trying to say that the mechanic that only needs to right click and doesn’t need to time anything should be buffed?
Personally I would rather add a parry mechanic in order to compensate what you want but also adding the difficulty level of a dodge.
While this would help the PvP scene. It will not save it. As long as new and returning players have to grind 3 PvE dungeons for hundreds if not thousands of hours. Just to start being a factor in PvP. A overwhelming amount of new and returning players will hit the lvl 60 gear wall. Figure out the cost to be viable in PvP in this game. And just go back to playing the PvP games they’ve came from.
What I believe will save the PvP scene. Is a few optional equalized PvP game modes. Completely separate from OPR and Wars. That way like in every other current modern MMO. New and Returning players will have a place to break the monotony. Of the boring PvE grind. And have fun PvP without having to worry about getting gear stomped by others. Until they eventually get enough PvE gear to be a factor in the premier PvP modes.
Introducing new and returning players to be fodder in PvP. For hundreds if not thousands of hours. Only serves to make PvP a bad experience for these players. Till the point they don’t bother with it. That is counter productive to anything else that can potentially save PvP. PvP that is only accessible to hardcore endgame PvE grinders. Have never been a healthy PvP scene for quite some time now.
There is just too many options available for PvP players, to get their competitive PvP fixes. Without having to sink hundreds if not thousands of hours grinding the same 3 boring PvE dungeons. If you people can’t understand that. Then your PvP scene have little if any chance to be saved.