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Removing the damage from CC highlighted the issue with the game


Ovark.2514

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There is too much cc availability because anet never made a conscious decision to limit CC to particular areas of a build such as, for instance elite skills or weapon skill #5. Instead, people are able to slot in CC in every single utility and elite and up to 4 in a weapon set if they choose. That's not even to mention all the traits that apply cc as well as stab corrupt. There is no direction here, and it's making every game a frustrating juggling match where either you are being juggled or your opponent's are. (Edit) forgot to point out why the nerfs highlighted this: It's because people take a lot longer to die so they have to suffer being CC'd for longer instead of being dead for longer.

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I said this when everyone was complaining about CI:

 

In that state of balance (2013) even an "interrupt build" would only have about 5-6 CC's over about a 40s time period.

Chaos Storm

Magic Bullet x2

Mantra of Distraction x2 charges

Diversion 1-4 depending on clones

 

Now there were also trade offs, taking CI cost you either Illusionary Persona (shatter effect on self) or damage as you couldn't take IP and damage traits in domination and clone generation in duelling. Mantras also took over 3s to cast and you couldn't dodge while doing this.

 

In this iteration CI and mantra was balanced as you had less resources to interrupt with and higher trade offs for taking interrupts and their associated traits.

 

Fast forward to the current iteration of Arena Net and their idea of balance and we have a different state where over about a 40s period of time you will have:

Chaos Storm x2 (+1 on heal)

Magic bullet x3 (can have x4 with chain rupts and trait)

Mantra of Distraction x4 charges

Diversion 2-8 depending on clones (diversion recharges by 15s when casting mantra)

If you were in a power build as per original lock down build using sword you can add another 8 or so from mirage thrust.

 

https://en-forum.guildwars2.com/discussion/comment/1004275#Comment_1004275

 

The amount of CC every class has available at any time has gone up since HoT where cool downs were reduced and extra CC skills added, some by a little, some by a lot.

 

I guess Lightning Rod will be the next casualty because 1 or 2 specific builds can spam CC like mad.

 

Edit: But hey let's just ignore that many builds have double the amount of CC in a given time frame than they had in core.

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> @"apharma.3741" said:

> I said this when everyone was complaining about CI:

>

> In that state of balance (2013) even an "interrupt build" would only have about 5-6 CC's over about a 40s time period.

> Chaos Storm

> Magic Bullet x2

> Mantra of Distraction x2 charges

> Diversion 1-4 depending on clones

>

> Now there were also trade offs, taking CI cost you either Illusionary Persona (shatter effect on self) or damage as you couldn't take IP and damage traits in domination and clone generation in duelling. Mantras also took over 3s to cast and you couldn't dodge while doing this.

>

> In this iteration CI and mantra was balanced as you had less resources to interrupt with and higher trade offs for taking interrupts and their associated traits.

>

> Fast forward to the current iteration of Arena Net and their idea of balance and we have a different state where over about a 40s period of time you will have:

> Chaos Storm x2 (+1 on heal)

> Magic bullet x3 (can have x4 with chain rupts and trait)

> Mantra of Distraction x4 charges

> Diversion 2-8 depending on clones (diversion recharges by 15s when casting mantra)

> If you were in a power build as per original lock down build using sword you can add another 8 or so from mirage thrust.

>

> https://en-forum.guildwars2.com/discussion/comment/1004275#Comment_1004275

>

> The amount of CC every class has available at any time has gone up since HoT where cool downs were reduced and extra CC skills added, some by a little, some by a lot.

>

> I guess Lightning Rod will be the next casualty because 1 or 2 specific builds can spam CC like mad.

>

> Edit: But hey let's just ignore that many builds have double the amount of CC in a given time frame than they had in core.

 

Nice rundown. We all knew it at the time of HoTs release but everyone was too enamored with the new builds to complain (enough).

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