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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
What Anti-CC system do you like better?
ArchivedUser
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As far as PvP goes, CC is one of the most important parts of any characters kit. CC can definitely be pushed to unfun levels tho once it becomes too prevalent in abilities, or the system meant to lessen its effects isn't tuned properly.
So what method do you like the most when it comes To CC?
Diminishing returns is the most common system I see in games. CC within the same school stuns vs charms vs disorients last for less and less time based on the amount of times that school off CC has hit you in a certain time frame. It's rather straightforward but a lot of the time as games progress more CC gets added and it can still feel like you're stun locked due to the shear amount.
White barred is something I experienced in SwtOR. You can bee CC'd a certain number of times within a period with different CC increasing your bar by different amount until the bar is maxed. Once the bar is maxed you are immune to CC for a few seconds. I really enjoy this system, but it can be rough with inexperienced players who white bar people at bad times.
None-no system, complete and total stun locks possible. Super fun to stun lock people, super horrible to be the person stun locked
and finally any other systems that you may have encountered that you enjoy or just in general an idea you have.
So what method do you like the most when it comes To CC?
Diminishing returns is the most common system I see in games. CC within the same school stuns vs charms vs disorients last for less and less time based on the amount of times that school off CC has hit you in a certain time frame. It's rather straightforward but a lot of the time as games progress more CC gets added and it can still feel like you're stun locked due to the shear amount.
White barred is something I experienced in SwtOR. You can bee CC'd a certain number of times within a period with different CC increasing your bar by different amount until the bar is maxed. Once the bar is maxed you are immune to CC for a few seconds. I really enjoy this system, but it can be rough with inexperienced players who white bar people at bad times.
None-no system, complete and total stun locks possible. Super fun to stun lock people, super horrible to be the person stun locked
and finally any other systems that you may have encountered that you enjoy or just in general an idea you have.
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With that said, this game plans to have a lot of emphasis on World PvP and also cater to an Arena system. I think a "lockout period" would be a more ideal system to allow better functionality of both.
Sure if every spell with a sure hit lock on function stuns you for 5seconds, than you need something to counterweight it like diminishing returns, dispells and so on, but if they are skill based in a balanced risk/reward than there is no need for further intervention.
Especially in this bigger group approach. I can see it happening more on a "I throw my shield bash cc and lock myself out for a second due to the heavy impact so you can do some additional burst damage." base
If you miss you might be unbalanced for a second taking more damage yourself instead.
So my answer is none, rather build a good cc system in the first place.
White bars on the other hand get rid of that "oh my god I haven't moved for a minute" feeling, but can have it's own issues too.
Have a basic move just like jump or sprint that allows you to break any hard CC at certain ressource costs. If you successfully break a hard CC you should get immunity to it for a few seconds. That way you won't get stun locked as long as you manage your ressources.
Soft CCs like slows don't need any general counter, but there should be a number of active and passive skills (and possibly gear options) that reduce the duration or severity of the effect (maybe up to temporary immunity for mobility based classes like ranger/rogue)
I like this but it really doesn't deal with chain cc from a group... perhaps maybe one of the buffs the bard can give increases resistance to CCs?
- all types of stuns are action combat, no auto aim
- while stunned, your immune to further stun effects
- each class has 1-3 abilitys to dodge incoming stuns, these abilitys include some kind of repositioning and/or iframe for about 0.2-1.5 sec and maybe other effects depending on class.
im not a fan of diminishing returns or other types of 'i play so bad and let me stun all day so the game feels sorry and makes me immune to everything'.
I have always thought that stuns should be used to get away or better position yourself, not go ballistic and then stun again before you get hit. With that in mind, I would like to see stuns offer dmg resistance. You can stun me all you want, it sucks for me, but it doesn't give you the 1-3 seconds to put massive damage on me either. Stun and run.