The chain stuns in this game are awful

run 2 stacks of freedom and WH CC you can break after the first stun ability

run 2 stacks of freedom and your set

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or 1 to 2 pieces of gear with freedom on it and watch how many CC’s you can get out of.

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Diminishing returns would help imo. For example 1st CC lasts full duration, 2nd lasts 66% of the duration, 3rd 33% and grants immunity to CC for 6sec rhe reset back to 100%.

War Hammer aoe cc should have its area of effectiveness reduced, ice shower should have its duration reduced and finally grav well should go back to the drawings board. Ranged CC with long duration magnetic field, with a root that deals a burst of dms simply should not exist.

Could add a perc that cleanses all stun/root/stagger etc. after being hit w/3+ cc effects in x amount of seconds, and grant impervious to cc for y amount of seconds afterwards.

Add 2 sec CC resist after CC on same CC if u get stunned u get 2 sec CC resiatance if rooted after it ends I am immune to next root for 2 sec. Also limit this dodge spam is so stupid 3 seconds cooldown between next dodge and we will see how it works. I was jumping like a rabbit among 8 foes and nothing hit me … xd

The best start is to remove the cc duration bonus from heavy armor, and potentially look at shifting heavy armor into a slow moving, low mobility based type of armor, but change its bonus to “lowerr cc duration by 1 second”.

We also should have a talk about reworking some of the key offenders of this issue, which is largely gravity well and ice shower.

For gravity well i think the solution is to remove the root and make it deal damage if a player exits the gravwell. This means that players have to make a choice to leave and take damage, or leave and take damage and potentially kill an ally. Gravity well should only trigger on one exit, so make sure if you make this change it does not trigger multiple times.

From the approach of changing grave well in this way you force the players into a few positions.

First, they are required to communicate with their team they are in grave well, which potentially could cause death or potential death to them or allies
Second, they are required to check to see if detonating the gravwell will kill either themselves or allies.

This will push the game into a decision making process, which is very good and very important for that more complex-esports like forms of pvp.

Ice Shower is a more complex topic, and will require some idea from the system designers on what they want from the ability. Personally, I’d like to see it just changed into a barrier.

The major problem in chain cc at the moment is not the need for diminishing returns, but changing it so that such cc’s will not overlap. For example, placing a stun on another stun currently negates it, this should probably take place with just about anything except roots, and roots should be probably capped at 3 seconds or limited to a few abilities in the game. Roots can be controlled by coolddown, so there is no need to really concern ourselves with these issues.

Snares, or slows should be far more common.

Lets sum of crowd control in this way

“stuns are the weak version of stagger, broken on damage”
“slows are the weak version of roots, broken on damage”
“stuns and slows may last 4-7 seconds, but require no form of damage to be applied or special class-specific rules or mechanical rules that negate this, a good example is wow’s version of poly morph”.
“Stagger and roots will not break on damage, but are limited in duration to no more than 3 seconds”

The only way to kill any healer worthwhile is to chain cc them….

This is because ags’s system designers do not realize some key points about aoe (like that is super resource intensive). They need ot start shifting a lot of the ground aoe effects to things like incinerate, instead of things like sacred.

They also do not understand the two combinations that break gaming (regen+resist, and attack speed + critical chance), these combinations you should never pair. In effect we have the first, regen (scared ground) + lots of resist (or damage reduction as we’d put it). This is why its so broken.

This problem with healers is corrected easily by changing scared into an ability similar to splash of light, that heals or does something to the group that is not HoT (Heal over time) based (because they are also resource intensive), but has some sort of benefit to pair with others something like

"your bless (renamed sacred ground), blesses group members increasing all healing they recieve by 30% and applies 10% Fortify for 10 seconds, Heals for 60% Weapon damage "

From here we just make a few adjustments to the other heals like

  • Splash of light now cleanses all debuffs, and its heal is increased to 120%, but its cooldown is increased to 12-15 seconds.
  • Embrace’s heal is increased to 10 seconds, but its upgrade talents not heal the caster/healer for 50% (upgrade perk 1) and a near by ally for 50%l 100% of the time.
    this will turn embrace into a unique spell between lights/splash healing 2 + the healer people making it unique.

From here, healing will be counterable with some interrupts or cc’s or applying plague, and wont just be stand in this aoe and afk.

I think the spear is a decent weapon for how to set up cc abilities, the stuns are extremely brief and they require skill to land. I think more weapons should be like spear, the stun is only good for 1 second or so and damage cancels the stun. Long stuns feel bad, especially long roots that cause desync like gravity well. I think that there should be a cool down and the same cc ability cannot be used against a target

True. Also, the amount of chain dodging this game offers is way beyond good and evil. How often did I miss attacks from behind because people are just randomly dodging all over the place without forseeing an attack incoming.

There is no skill involved integrating a dodge between every 1 or 2 attacks just because their stamina regen allows them to. Give dodge a cooldown so people use it more on purpose.

I have 2 freedom and it’s really changing things, one is not enough to feel it.

path of destiny is not a stun, please don’t comment on things you don’t know.

This really isn’t a problem. Its a single build thats useless in most situations. It has to be a full 1v1 battle to pull it off. This is not frustrating. Its part of the game. If they catch you with a stun and they are able to perform a perfect chain, you got simply outplayed and must fight again. Fights shouldn’t have to last hours. Nothing is wrong for a quick battle, especially if the combo is hard to pull off

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This is not exactly true. chain cc’s do need some control on them, other wise people will just cheese to top ranks for ranked pvp.

Some control is needed. A lot of people advocate for DR, but i think some changes could be made to not need that. Also, i feel like dr systems would potentially destroy some classes like spear/hammer.

it is a half second mini stun, in the form of stagger so yes it is still technically a stun, ironically the counter to it is the 300 strength GRIT perk that it is on the same weapon it uses.

the fact that something can still crowd control people in a 17 meter long by 9 meter wide path is absurd, coupled with large amounts of healing nearly 50%, it is absolutely RIDICULOUS that melee gets all these second chances.

charge escape into potion reset
path of destiny into a crowd for full HP.

So melee users should have no option to reset? It should be a constant chase and die, while mage/range can do mid to long range damage while being able to run away every time? That doesn’t make sense.
Path of destiny animation is so slow, that you have to be not in combat to get it off without it being interrupted. Also super easy to dodge because of how long the animation is. If you left the hammer guy all alone that is no ones fault but your teams…

it’s not about that, it’s about 30 warhammer/great axes.

Path of destiny is a war ability. Where once the chain cc hits, it is never ending for group fighting.

Hammer should be that big impactful weapon, but the fact that it gets exponentially stronger the more you have makes it uncounterable.

Theoretically you could wipe out a massive zerg if you had 40 path of destinys go off at the same time from different angles. No other ability in the game has that much potential power or AoE.

No one would care if it was just a heal, or just CC. But it also simultaneously hits for 1.3-1.5 k damage in a massive AoE radius.

5 of those going off is 6,500 damage
10 = 13,000
15 = 19,500
20 = 26,000
30 = 39,000

Big AoE coupled with big damage.

Meanwhile pillar of fire is like this small AoE that does 1.5 k

Melee has far larger AoE potential burst than mages

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people have been spamming the forums for diminishing returns to be added since release with hammer chain cc, do it and stop being so late for once please…

In order of importance: Assuming desync is fixed/will be if not desync is #1: To fix pvp AGS needs to rework unending thaw ( roots are strong enough, the perk just makes ice shower busted and oppressive) remove zoom from musket (shooting beyond render by seal team six is self explanatory busted), fix melee auto tracking (whether thats tied to Desync i dont know but its a must fix dpsing air while tracking feels horrible). Remove speed buffs from rapier (its already defense enough, cooldowns seem to be in a better spot rather than riposte spam like before). The free light dodge you get when getting CC spammed only works if you have no other key pressed ( make it so you can spam dodge and a direction key so things stay fluid, not clunky and unreliable which would prbly fix the grievances with war hammer cc chain) after all these changes then you can actually progress on balance to call this a good pvp game, if not then just dont even bother and call this a pve game, keep releasing new expeditions and be up front to your current player base that mainly pvp.

Sincerely

-Someone Who Cares

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