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View Full Version : PvP goal #2: CC -> sleep, snares, etc.


Brok_The_Fanatic
03-19-2007, 01:01 PM
All forms of CC seem way overpowered in PvP atm. I know this from experience. I have a sorc and sleep is simply incredible. I have a ranger and root/snares are great. I feel for any class that doesn't have 30/40 second CC. I mean, 30/40 seconds and it is recastable on the enemy player? It is laughable.

So anyways, just post your thoughts on this. I personally feel that in PvP:

- all forms of CC should be reduced by about 2/3rds in length
- resistances should affect duration (for snares/roots make it strength based reduction)
- everyone gets a 10 (maybe 15) second immunity to whatever CC they were just hit with
- all heavy fights get a root/snare breaking ability (1 minute timer)
- all light fighters get a sleep/time/mez breaking ability (1 minute timer)
- all casters can remove sleep/time/mez from an ally (a 2 sec cast spell)
- all healers can remove snares/roots (a 2 second cast)

Just some ideas. Please keep the discussion civil.

Rulan
03-19-2007, 01:29 PM
All I want is diminishing returns for now.

Necaris
03-19-2007, 02:44 PM
All forms of CC seem way overpowered in PvP atm. I know this from experience. I have a sorc and sleep is simply incredible. I have a ranger and root/snares are great. I feel for any class that doesn't have 30/40 second CC. I mean, 30/40 seconds and it is recastable on the enemy player? It is laughable.

So anyways, just post your thoughts on this. I personally feel that in PvP:

- all forms of CC should be reduced by about 2/3rds in length
- resistances should affect duration (for snares/roots make it strength based reduction)
- everyone gets a 10 (maybe 15) second immunity to whatever CC they were just hit with
- all heavy fights get a root/snare breaking ability (1 minute timer)
- all light fighters get a sleep/time/mez breaking ability (1 minute timer)
- all casters can remove sleep/time/mez from an ally (a 2 sec cast spell)
- all healers can remove snares/roots (a 2 second cast)

Just some ideas. Please keep the discussion civil.

Sorry but how should casters have a chance if every melee can cancel snares/roots instantly? 15 mins reuse timer maybe but its to early to tell. What if melees will be able to one shot casters at lvl 50.. so how do you counter this?

Same for resists. You dont know how resist will affect spells at higher lvls.
Its always the same crap happening. First powerfull then nerfed useless and after 5 years its back to somewhat usefull. Players will get resist gear specialy for pvp thats why they ar in the game (besides pve).
Cant we get the existing bugs fixed and lvl up bevor we try to ballance low/mid lvl pvp?

elihup
03-22-2007, 10:11 PM
I can see the possibility of breaking root/snare, but mezz and sleep should be unbreakable because you shouldnt be able to do anything while mezzed. Maybe they could have something to protect against being mezzed, but once it has landed, I think it should stick until it is broken by normal means.

david99
03-22-2007, 10:58 PM
- all forms of CC should be reduced by about 2/3rds in length
- resistances should affect duration (for snares/roots make it strength based reduction)
- everyone gets a 10 (maybe 15) second immunity to whatever CC they were just hit with

TOTALLY agree with the above.

- all heavy fights get a root/snare breaking ability (1 minute timer)
- all light fighters get a sleep/time/mez breaking ability (1 minute timer)
- all casters can remove sleep/time/mez from an ally (a 2 sec cast spell)
- all healers can remove snares/roots (a 2 second cast)

Agree, though the timers / cast need looking into further.

Really good ideas man!

As it stands now, root/mez/stuns are thrown around like crazy. Where's the fun in watching your characters head spin around in circles for 40 seconds with NOTHING you can do about it? & wheres the SKILL in that?

True story - I killed a level 34 warrior and a level 21 druid with my level 18 sorcerer. Chain slept the druid, kept the warrior slowed while nuking - killed him, slept the druid while my mana regen'd, then killed him too.

/Agree with OP.

Brok_The_Fanatic
03-23-2007, 01:01 AM
^^ Well, the warrior should have a bow or xbow so what you did wouldn't have worked (would take too long to wear down a much hgher level warrior) but the main point is correct.

I routinely sleep the healer and kill the other 1-2 people with em. Depending on the healing class and their level, I will decide to attempt to kill or just leave.

Clearly a immunity timer or a descending reduction on time is needed. You can sleep or time-trick someone (seemingly) for as long as you like.

shine
03-23-2007, 10:27 PM
I come from daoc and the immunity timers in that game i was very happy with. Once mezzed you are immune for a certain amount of time. Seperate timers for mez, root/snare(same timer), and stun.

Rulan
03-27-2007, 12:23 AM
True story - I killed a level 34 warrior and a level 21 druid with my level 18 sorcerer. Chain slept the druid, kept the warrior slowed while nuking - killed him, slept the druid while my mana regen'd, then killed him too.

That warrior seriously sucked. I kill Sorcerers my level (not to brag, just showing they are not that bad that I would ever die to a sorc half my level, unless I was afk or they legendaried me)

david99
03-27-2007, 01:02 AM
That warrior seriously sucked. I kill Sorcerers my level (not to brag, just showing they are not that bad that I would ever die to a sorc half my level, unless I was afk or they legendaried me)

Well, he probably did suck...he definately didn't try any ranged attacks on me. I can't remember the exact details of the fight now, though I had 1% equip. expertise remaining and max spell focus wis and int for my level - i critical a LOT (no legendaries or epics in this fight though).

I did use my mana rune as well. He had a lot of HP.

I don't come across many warriors, but when I do I never have a problem with them AT ALL. I really think they need some lovin'.

Rulan
04-02-2007, 09:54 AM
Well, he probably did suck...he definately didn't try any ranged attacks on me. I can't remember the exact details of the fight now, though I had 1% equip. expertise remaining and max spell focus wis and int for my level - i critical a LOT (no legendaries or epics in this fight though).

I did use my mana rune as well. He had a lot of HP.

I don't come across many warriors, but when I do I never have a problem with them AT ALL. I really think they need some lovin'.

Maybe he had no arrows at the time, I dunno. But a warrior can kill a sorc, if not kill they can at least make it a close fight. The only love I want is the ability to turn when rooted then I don't think we'd need anything else to be able to hold our own in PvP. I don't want things dumbed down any further, I can already kill or make run any sorc/druid who comes at me 1v1.

Tazzik
04-02-2007, 10:40 AM
- all forms of CC should be reduced by about 2/3rds in length

I was thinking 1/2 duration just to be consistent with the damage reductions, but the idea is needed in some form.


- resistances should affect duration (for snares/roots make it strength based reduction)

Yeah, you should be able to partially resist the spell for reduced duration, with your resistance chance based on your resistance to the spell type. (I think that is what you had in mind). I don't think you would need to change the root / snare to str based though, since we already have resist potential in individual spell types (arcane, mental, physical, etc.) Perhaps those resist types need to be more easily created on items by crafters though...


- everyone gets a 10 (maybe 15) second immunity to whatever CC they were just hit with

I'd even go as high as 20 seconds, but limit it to the spell line that was cast (not the type of spell). The reason I say this is you could start to make certain spells (like the psi's aoe mez) absolutely terrible to cast if they established a long mez immunity while only last a few seconds in the first place. Besides, a diverse group that can work well together should be able to use thier combined CC abilities to better effect than a non-coordinated group.


- all heavy fights get a root/snare breaking ability (1 minute timer)

I don't like this one. Mainly, snare already has a chance to break on damage, and 1 min is a pretty fast recast. If you weren't going to include root / snare on the immunity timers, than I could agree, but this ability is pretty strong if you are also granted full immunity after you break the snare.


- all light fighters get a sleep/time/mez breaking ability (1 minute timer)

Personally, I want to see a mez breaking ability provided to about 3 different classes (my choices were psi, warrior, and monk, but that's open for debate). However, this ability should not be able to break the caster out of mez, only your defensive target. It also needs a recast of about 1 min to not make it over-powered.


- all casters can remove sleep/time/mez from an ally (a 2 sec cast spell)

See above. Also, I would prefer an instant cast, but with the longer recast timer.


- all healers can remove snares/roots (a 2 second cast)

I could potentially see healers with this type of ability, since a 2 second cast time is 2 seconds they aren't healing for. However, I don't really think it's essential at this point in time.


Just some ideas. Please keep the discussion civil.

Your post was very similar to one I had been just about to make. Good ideas.