Glorious Alpha Two Testers!
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.
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.
Is there a CC specialist class
I was looking in to the class's and since the choice is so vast, i was just wondering if there is a class the specializes in CC
0
Comments
Most of what we know so far.
https://ashesofcreation.wiki/Classes
The video where that Tank character CC'd Steven into the floor?!
Scissors beats paper!
They said they hadn't balanced anything. I just hope scissors doesn't also beat rock...
From what we know so far, I would say Bard.
If you want to know more details about the game, community members have put these websites together:
https://ashesofcreation.wiki/
https://ashes101.com/
https://asheshq.com/
There will very likely be CC Archetypes... Ranger, Bard... possibly Mage.
But, yeah, we need more in-depth ability lists for all the Archetypes to really know which ones are definitively, primarily CC.
Part of that was they hadn't coded in diminishing returns into the CC yet, so the tank was able to CC lock the Mage from 100-0. it didn't help that Steven blinked on top of the tank at the start of the fight though haha.
Yeah, but it was still funny!
I'd imagine that fighters and rogues might have some too. To some degree healers probably will have light cc. I can see them having things like silence, mana drain, or cause and effect shields that apply debuffs.
The thing is that a lot of archetypes might not have any until they form their class. Some classes might have a lot of baseline cc, and others will probably have none or only cc that occurs from changing an existing ability.
U.S. East
He also publicly announced his strategy before going in HAHAHAHA
But I also think crowd control might need to evolve in the mmo genre, it always seems to run into balancing issues whenever it comes to pvp always teetering between weak and domineering (overall and between the various class matchups). Its an incredibly hard thing to balance I guess...
In older games its fun to do and it takes skill on your part.... but the problem is for an opponent it basically takes their ability to react and show skill out of the game without certain defensive options off cd. Which can be frustrating. Pvp should be about comparing skill and proving something between players, so with disabling cc's gameplay tends to be... one-sided and more about who hits first rather than interactive - even when status effect times are balanced in terms of win rates. I think cc probably needs to have more interplay like cc's that revolve more around visual tricks and mindgames rather than disabilities personally. I do love the crowd control playstyle though and am really interested in what levels it will be introduced to AoC.
If the CC class is just slows, roots, fears, silences, etc. it'd be fine
stuns are a fine CC it hard locks hight damage targets
U.S. East
roots at least let you fight back while you're stuck in place.
charms keep you moving, but can also be quite annoying.
blinds let you attempt retreat (silence zones do a similar thing)
To lock down all of a defending player's options doesn't make for great gameplay, and is a big part of why stuns were branched this way. Keeps the action flowing.
Honestly longer CC doesn't bother me so long as damage breaks the CC immediately. In DAoC an 8 man could AoE sleep 50 blobbed up people and then focus fire people down 1 at a time by calling targets/assisting and as long as they didn't suck and break CC they could kill a big group of people that way. It's kind of their own fault for blobbing up and not having cleanses etc. I'd prefer to see that type of thing happen.
Stuns inherently go against the fundamental backbone of playing video games.
"Playing video games."
It's the kind of mechanic people like when they're using it, but abhor when it's being used on them.
Unlike any other mechanic in gaming, there are no positives to being on the receiving end of a stun. It does not feel good, it does not feel immersive, it does not feel intuitive, it does not feel fun.
Sure, being on the inflicting end is fun, but the amount of fun gained by the inflictor is far, far outweighed by the negativity experienced by the victim.
It's one of those things people take for granted because of tradition/"We've always had stuns" but don't actually think about how much they go against what playing a game is.
"Playing" a video game means you're in control and have agency. We're not "Watching" a video game.
Being stunned for any meaningful amount of time means nothing other than "you have no agency" or in other words "you are not playing".
Stuns by themselves aren't always bad though. What's bad about them is when you have to sit and watch your character have things imposed upon them that you have no ability to stop.
If I had to tl;dr this comment, it'd be "It's not in any way fun to watch yourself die while stunned, unable to react"
A stun used for narrative or similar reasons don't feel bad because the player isn't being punished for their lack of agency.
You will never convince me that stuns are a net positive in a pvp game. There's always other mechanics that can be used in lieu of them.
As an addendum, I will add that stuns are fine in PvE, because there is no net negative since there is only the positive feedback gained by inflicting stuns, and none of the negative feedback of being stunned in the exchange.
Edit: Why do you think people hated fighting Mei or Brigitte in Overwatch so much compared to the rest of the cast? It's because they are the most stun-heavy characters.
To directly reply to your comment, just use a Blind status effect that causes them to miss melee attacks/abilities, or a silence to stop them from casting their high damage spells for a time. Not only are both more immersive and make more sense, they are more engaging and add a level of depth to gameplay.