Hello Verrans!
In this thread, I am going to be discussing the issues of crowd control, kiting, and healing in MMOs. Then, I will talk about the most successful, currently implemented solution to these issues that I've seen.
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To preface, I have PvP’d at a high level in many MMOs over the years. As many of you may have noticed, they all take varying approaches to crowd control, kiting, and healing.
For example, with CCs:- An MMO may use diminishing returns on CC durations. This results in a reduction on the duration of their effects when the same or similar ones are used on a player.
- The problem with this is that it makes the impact of individual players lower in larger settings.
- Player A lands a stun on a target. Player B who is not in voice with Player A also uses their own stun on the target. Player B's stun doesn’t have an effect because of diminishing returns. This feels bad for Player B.
- An MMO may implement a trinket system. Usually, the trinket is an activated effect on a long cooldown. When activated, the player will break themselves out of the effects of any CC. Some trinkets may give a brief period of invincibility to CCs for a second or two after activation.
- The problem with this is the long cooldown.
- When facing multiple players who may all have their own sources of crowd control, only having access to a single way to break out of CCs results isn’t enough. Losing control of your character simply because the game does not give you enough options to take also feels bad.
For kiting:- Many MMOs have issues with the balance of ranged and melee combat.
- In some, ranged may feel too strong with melee being unable to close the distance effectively without dying.
- In others, melee characters are impossible to escape from and can run ranged characters down with little issue.
For healing:
- Many MMOs have issues with healers being too strong.
- When this is the case, healers sustaining themselves can often result in them being unkillable even in 1vX situations.
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Now let’s talk about the solutions.
There is one MMO that has implemented a successful solution to all of these. The PvP is skill-based, equalized, and animation-heavy. The combat shown in the Ashes demos seems to take a very similar approach. So, I think their solution would also work well here.
To give context:
- The skill bar on Guild Wars 2 is split into two sections: weapon skills and utilities. Together, they make up a minimum of 10 abilities you can activate at any given time. The weapon swap mechanic brings most classes up to 15 skills. While class mechanics or utilities can increase this even further (up to 35 skills).
- Weapon skills are a mix of attacks, mobility, and defensive skills tied to your specific weapon.
- Utilities include 1 healing skill slot for each class, 3 open slots where class-specific skills can be taken, and 1 elite skill slot for each class.
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Using this, Guild Wars 2 solves the issues with CCs in two ways.- First, there are stunbreak utilities with cooldown of around 24-48 seconds on average. Each player can slot up to 3 (sometimes 4) stunbreaks in their build if they choose. Many of these have additional effects as well to add flavor and make combat more interesting. For example:
- One stunbreak may have an evade.
- Another may provide an attack speed and damage buff for several seconds.
- Second, there is a duration based-buff called “Stability” which negates the effects of incoming CCs. Some stunbreaks may also give stability to the player, or the player and their allies.
As a result, Guild Wars 2 gives MULTIPLE options that players can slot to deal with crowd control. When combined with 2 active dodges on 10 second cooldowns, defensive weapon skills, spacing, and multiple stunbreaks or sources of stability, good players can manage CCs coming from multiple enemies.
In other words, if you’re good at PvPing, you can 1vX consistently without getting locked down.
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To deal with the balance of ranged and melee combat, Guild Wars 2 implemented multiple sources of direction and targeted dashes, teleports, and movement speed modifiers to speed up yourself and/or your allies and to slow down enemies.
In Guild Wars 2, mobility skills are not affected by movement speed modifiers. They will travel the same distance regardless of what movement impairing effects are on the player.
- For example, a warrior’s sword has a directional leap they can use to close or create distance. However, it has an animation that can be interrupted by a well-timed CC to deny this mobility.
- Most non-targeted directional leaps can be outplayed by using a CC to interrupt the animation.
Movement speed modifiers can speed up the player and slow down their enemies.- Boons:
- Swiftness increases movement speed by 33%. (Long duration, can be maintained indefinitely by all classes if they build into it.)
- Superspeed increases movement speed by 100%. (Short duration, bursts of speed)
- Conditions
- Cripple slows movement speed by 50%
- Chill slows movement speed by 66%
- Immobilize prevents moving, turning, and dodging.
These are built into weapon and utility skills. There are many options to increase your own movement speed and slow down enemies. However, there is counterplay in the form of boon and condition removal:
- If Player A gives themselves swiftness, Player B can remove swiftness from Player A with the use of an attack that removes boons.
- If Player A cripples Player B, Player B can remove the cripple from themselves through the use of a condition clear.
There can be many sources of movement speed modifiers and many sources of boon and condition removal in player builds. When managing their cooldowns properly, a good PvPer can kite effectively against multiple players who may each have their own combination of movement speed modifiers, CCs, and boon and condition removals regardless of who is primarily ranged or melee.
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To prevent Healers from being oppressive, structured PvP in Guild Wars 2 prevents the Healing Power stat from being tied to two other defensive stats. In other words, healers may have high health, but they will struggle to build resistance to physical damage.- Preventing healers from being tanky is necessary. Healers in Guild Wars 2 can stall against a single DPS player, but they will eventually lose without assistance from their teammates. Unlike other MMOs, healers in Guild Wars 2 cannot tank 3 players at once and stay at full health the entire time.
- Crowd control abilities can also be used to shut down certain important support skills being used by an enemy healer.
- Poison is a condition that reduces incoming healing by 33% to whoever is affected by it.
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In conclusion, Guild Wars 2 gives players both choice and control over their build and gameplay. There are layers of counterplay that can also be counterplayed. The skill floor is low due to skills being easy to understand, but the skill ceiling is high and allows the best players to consistently win 1vX if they’re outplaying their opponents.
Thanks for reading!