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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.
Healing & Support vs. Damage & CC
In most games I've played with healers present, healing is heavy and player crowd control is heavy. Every player is generally given some CC. DPS classes are caked with 4 second duration CC on their actionbars to combat heavy heals and support. Healers can be put out of a fight in PvP for more than 30 seconds at a time in some games.
How do you think Ashes of Creation should handle this? Should healing be heavy and CC long or should things be scaled more moderately? I've played in both style of games and I'm fine with either myself, although as a healer I do have a preference to be in control of my character more often than not.
How do you think Ashes of Creation should handle this? Should healing be heavy and CC long or should things be scaled more moderately? I've played in both style of games and I'm fine with either myself, although as a healer I do have a preference to be in control of my character more often than not.
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In WoW, I'd do battlegrounds and the heavy healers would heal me to full and I'd heal them to full. Healers would dispel other healers from magic based CC. Get 3 healers together and then the DPS couldn't do much about it if they didn't also have 3 healers. Have only 1 healer on a BG team and then get rolled over by every healing spell getting interrupted.
It is a system that works, but it is very delicate. Just 1 heavy healer being freed from the burden of heavy CC can win a battle.
Back when I played wow, some CC had different diminishing returns and this led to some long long CC chains where it was not fun. I even saw a video once where a horde team mind controlled and CC'd an alliance member all the way to the horde flag room in WSG....
One way to really help with the CC issue is make LOS (line of sight) actually work, like trees or boulders effective. In WoW LOS would not work half of the time on older maps (not sure if that has changed or not).
It's a very odd system to balance from what I've seen. It makes CC builds a little less practical in large groups when those builds are competing against everybody (and their dogs too if there are pet classes present).
So it's really finding the balance there. I personally like how ESO handles CC where you can break out of it with a quick, and spammable, skill. CC's are still an annoyance, but you're not going to have to stand there useless while you die/are being healed.
If they go a route with no immunity or diminishing returns a 10-20 second CD CC break based on class would be nice to see. It also promotes intelligent play because CC can be very prevalent in the game, the risk being you broke a CC at a wrong time and no you will be chained into oblivion.
It'll be interesting to see what method they decide to go with or if they end up give us a little mix of it all.