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Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Comments
I know what you're getting at, but that's just a bit pessimistic for me. Anything that gets enough attention will garner a response. For me, I was shocked and disappointed to see these stats enter the game. I want this game to live up to it's potential. I couldn't live with myself if I didn't speak up about it. Even if it does fall on deaf ears, into the void.
- Shaiya circa 2007-2008 - Guild Wars 2 circa 2014-2016 - ArcheAge circa 2016-2018
- Black Desert 2019-2024 - ESO 2021-2024 - FFXIV(fake pvp)2021-2022
I think at a vague, generic level you can compare Crit to CC, in regards to RNG. But that's where it ends. Mechanically, they serve different functions (sometimes similar as in your example) that illicit different responses/outcomes. With Crit being a passive and CC being active, you can't call it an apples to apples comparison.
If you're a crit build and your hits don't crit, your way forward is simple, put out more damage. Or let's say you crit 3 times in a row, your target dies early, nice surprise. At the end of the day it's just extra damage or no extra damage. Doesn't weigh super heavily on your moment to moment decisions.
If you're going in for a CC, you probably have a combo/plan of action to execute to follow up that CC. If that CC is resisted, the feeling is very jarring, as it disrupts your entire plan/thought process up to that point, leaving you feeling CCed yourself. And this is gonna sound dumb, but on multiple occasions I've checked my mouse/keyboard just to make sure it's not hardware failure, because that's exactly how it feels. Like something isn't working properly. It just feels like random removal of player agency. And that's shitty.
I can't wrap my head around how devs/gamers can think this adds to competitive integrity or fun gameplay.
- Shaiya circa 2007-2008 - Guild Wars 2 circa 2014-2016 - ArcheAge circa 2016-2018
- Black Desert 2019-2024 - ESO 2021-2024 - FFXIV(fake pvp)2021-2022
To me, CCs with non-100% chance of landing is the same, because the enemy can build into resistances, while I should be able to build into chance increase (be that waterfall or direct increase of specific CC type). And just as with the crits, some classes might become way weaker against people that managed to build against their exact type of CCs.
But yeah, as I said before, I'm 100% against any generalized CC evasion, because I totally agree that it would become THE meta, cause of fucking course it would - IT'S FUCKING GENERALIZED.
I think this simply comes down to experiences. In L2's design archer and dagger classes relied highly on their crits to win (archers from basic attacks, daggers from abilities). The game had buffs that would cut down 30% of incoming crit dmg, debuffs that would cut down crit rate and/or dmg (2 different debuffs) by 30/25% respectively, and several super strong party defensive abilities that would make incoming dmg near non-existent.
All those abilities would make life of those classes way harder. Counters to them would consist of buff stealing/cancelling and of precise debuff cleansing.
CCs would have resistance buffs against them and CD prolonging debuffs that would highly reduce their frequency. Counters were the same as above.
But then on top of that you'd have gear-based effects of +-% to the landing rates, while gear itself (and usually its OE values) would be the fully passive counter to incoming dmg.
So, in my experience, both of these things function in the same way, are countered in the same way - all while the fun of gameplay was perceived in the same way as well (I already gave examples of situations I've seen before). And so to me they're fine.
And I was about to add an angry point about the "blanket response to a whole type of attack", but then realized (again) that it's just a mirror effect for evasion as a whole. I think the middle ground compromise that I'd be fine with is if they add an exclusivity branch to the dodge mechanic, where your maneuverability goes waaaaaaay down, but your CC resistance goes up. In other words, make it a conscious choice on the side of the player, whether they want to have more protection against phys effects or magic ones.
BUT I STILL WANT HEIGHTENED RESISTANCES RATHER THAN FULL EVASION AGAINST MAAAAGIC. You can't evade magic, cause it's fucking maaaagic.
Crit and CC can take similar function at times yes, but they are not the same in form. CC is more dynamic. Crit is more linear in its application. Crit is like a fixed blade where CC would be a utility knife.
CC can be used, like you said, to grant you a few more hits (more damage), functioning similarly to Crit. CC can also be used for zone denial, zone acquisition. CC can be used to create an opening for engage or disengage. CC can be used as a pause button to heal, pop defensive CDs, allow time for CDs to refresh, amongst other things.
Simply put, CC has numerous applications. I don't think the same can be said for Crit. I'm not saying Crit isn't valuable, cause it absolutely is, just not in the same way that CC is.
In most games you have Crit Dmg and maybe Crit healing. If you take away the Crit part from happening, you still have the intrinsic value of the Damage or the Heal, you just didn't get the passive bonus to it's value. Whether or not the Crit happens, your ability still did its job, the expected effect happened. Either way, the outcome isn't going to radically impact your next decision. When it comes to a CC being resisted, the expected effect of your ability never happened, thus the outcome has a potentially radical (negative) impact on your next decision. You need a new plan.
A tree for different ways to spec dodge is definitely something interesting. My brain hurts too much to dive into it though.
Lol, like I said before, not gonna debate you on that. Cause I definitely agree.
- Shaiya circa 2007-2008 - Guild Wars 2 circa 2014-2016 - ArcheAge circa 2016-2018
- Black Desert 2019-2024 - ESO 2021-2024 - FFXIV(fake pvp)2021-2022
https://forums.ashesofcreation.com/discussion/50899/crowd-control-should-not-be-based-on-rng
There was also some interesting stuff in:
https://forums.ashesofcreation.com/discussion/50615/try-to-limit-the-amount-of-braindead-and-anti-fun-cc-that-is-stuns-there-are-better-alternatives
(I'm not really asking nor suggesting you actually read through any of these, this post has a slightly different true purpose so...)
You know there a defence stat to every offencive stat and vice versa
player need to trade off stats elsewhere to get Disable resistance and you can counter it by trading off stats elsewhere to get Disable accuracy.
Thanks for the links.
- Shaiya circa 2007-2008 - Guild Wars 2 circa 2014-2016 - ArcheAge circa 2016-2018
- Black Desert 2019-2024 - ESO 2021-2024 - FFXIV(fake pvp)2021-2022
I'm aware of these stats. This thread is arguing that they, along with Disable Evasion should not exist. Thanks
- Shaiya circa 2007-2008 - Guild Wars 2 circa 2014-2016 - ArcheAge circa 2016-2018
- Black Desert 2019-2024 - ESO 2021-2024 - FFXIV(fake pvp)2021-2022