Tragnar wrote: » Azherae wrote: » People don't 'stop trying their CC because their opponent might have a percentage CC resistance'. They do it anyway, and then the person with the 40% resistance chest piece gets a string of rolls like 87, 64, 44, 54, 48 and gets stunned 5 times, every attempted Stun succeeds (not talking about back to back stuns even) I didn't propose chance to resist cc, but to have reduced cc - so instead of 4s stun you get a 2s stun with 50% reduced cc - which is a big difference Movement abilities clearing Root/Bind is a given if we're arguing that Stuns are bad. But 'wearing a 50-50 negate or reduction' and calling it 'counterplay' is submitting yourself to RNG and setting up a balance situation where anyone who doesn't have that gear is seriously hurting (or the gear wasn't worth it). if the counterplay is either active (as a result of using an ability) or passive that gets result 100% of the time then you are not subject to rng - as i see it you are the only proposing such rng based system
Azherae wrote: » People don't 'stop trying their CC because their opponent might have a percentage CC resistance'. They do it anyway, and then the person with the 40% resistance chest piece gets a string of rolls like 87, 64, 44, 54, 48 and gets stunned 5 times, every attempted Stun succeeds (not talking about back to back stuns even)
Movement abilities clearing Root/Bind is a given if we're arguing that Stuns are bad. But 'wearing a 50-50 negate or reduction' and calling it 'counterplay' is submitting yourself to RNG and setting up a balance situation where anyone who doesn't have that gear is seriously hurting (or the gear wasn't worth it).
Tragnar wrote: » and I definitely do not think that glass cannon pve dps gear is great for pvp (since you gear enough defensive stats only to survive unavoidable damage spikes) - so automatically you have pvp focused gear with more defensives on it To push for gear that is good for everything is the antithesis of what ashes wants to achieve with its horizontal progression
Tragnar wrote: » To push for gear that is good for everything is the antithesis of what ashes wants to achieve with its horizontal progression
Azherae wrote: » People don't 'stop trying their CC because their opponent might have a percentage CC resistance'. They do it anyway, and then the person with the 40% resistance chest piece gets a string of rolls like 87, 64, 44, 54, 48 and gets stunned 5 times, every attempted Stun succeeds (not talking about back to back stuns even) Some complain that the game is broken. Some go 'it is how it is', some complain in direct proportion to how much losing the fight cost them, and some go 'wait why is Stun even in here?'
Dygz wrote: » People stop trying their CC because because their CC is on cooldown. Seems like if you really want gear that resists CC, you find an Artisan who can craft CC resist gear. And, again, we might be able to get a Passive to help with that as well.
CROW3 wrote: » Dygz wrote: » People stop trying their CC because because their CC is on cooldown. Seems like if you really want gear that resists CC, you find an Artisan who can craft CC resist gear. And, again, we might be able to get a Passive to help with that as well. Hm... I'd rather have gear augments that would reduce cc instead of the gear itself. And those anti-cc augments would come with the trade-off of not having augments buffing offensive / defensive capabilities. I'd also pay attention to the co-efficient of those anti-cc augments to make them some benefit without becoming a defacto must for the meta flavor of the month (probably will happen anyway).
Dygz wrote: » Tragnar wrote: » To push for gear that is good for everything is the antithesis of what ashes wants to achieve with its horizontal progression Um. No. Ashes has PvX gear.
CROW3 wrote: » @Azherae, Yup - agreed. It's just about macro-tuning (via gear slots) and micro-tuning (via gear enhancements). I'm also interested to see if Race will matter for some cc protection...
CROW3 wrote: » Fine to start with what's out there and weed through to find good skills. I think it's worth starting organically to understand cc abilities from a functional perspective - e.g. what am I trying to accomplish? 1. I want to keep an opponent in place 2. I want to prevent an opponent from taking an offensive action 3. I want to prevent an opponent from taking a defensive action 4. I want to move an opponent away from me 5. I want to move an opponent to me 6. I want an opponent to do what I tell them to do 7. I want to be able to attack an opponent without them attacking me 8. I want to cause a player to lose some ability to effectively impact me (debuff) I can then start combining these actions to build a catalogue of cc. Starting with @Noaani's list:Stun (1,2,3,7) Sleep (1,2,3) Silence (2,3,8) Blind (2,8) Root/Snare (1,7) Snare (8,7,4) Prone/Knockdown (1,2,3,7,8) Interrupt (2,3) Impale (1,8) Mesmerize (6) Clearly there are a number of combinations, and not even thinking about duration, types of residual debuffs (e.g. slowed 2s after root), distance of knockbacks/pulls, etc. There are also constraints to think of as well cast time, diminishing return, cool downs, etc.
Dygz wrote: » Gear is gear. Sure, you can have Artisans create a set that you use for PvE and a set that you use for PvP. I dunno why you wouldn't care about Stuns from, say, Scalerunners in PvE but you would care about Stuns in PvP. I'm not thinking about Trinity when I'm fighting Scalerunners. Either a Stun is fun or it's not. I would think. In Ashes we'll be creating the gear stats we want, so shouldn't really matter particularly what gear the game provides.
Tragnar wrote: » Yep this sums up your pve knowledge - which is solo leveling holy trinity in pve delegates eating most cc with the tank role where dps are trying to avoid being focused by the npcs and same supports with healers. The trinity works in pvp as well - however not to that scale, because you can't just press "taunt" on a player to secure it focuses you so it becomes more nuanced and dps, support and healing classes need to have their own protective stats I never said it is black and white that you never care about defensives in pve, but you sure value stats differently in pure pvp and in pure pve and for sure differently in pve where you expect pvp to happen you can say that this is "toxic" minmax, but some players want to equip their characters in the best way for the content they are going to do