Noaani wrote: » truely wrote: » I'm not saying you can't have skill in creating builds overall. I'm saying you can't have skill in builds that are based on upping %disable modifiers. Also not sure what you mean by stats on armour are not predetermined, armour still has set stats you can't choose whatever you like, obviously different armour offers different stats. No one said anything about basing builds on percent chances, that is simply a viable aspect of builds. It may well be that your build has no CC breaks, and so any increase to the chance a CC will miss you is inherently good. On the other hand, it may be that you have a lot of CC breaks, and so this stat is of no use to you. Or you could fit somewhere in the middle. Also; Crafters will be able to assign different skills/abilities and stats on gear.[15][16] Master crafters will be able to influence several (but not all) stats on their crafted items.[15][17] Since most gear will be crafted (likely 90%+ of what is actually used), it is indeed true that stats on gear are not pre-determined. Which, incidentally, is why I said it.
truely wrote: » I'm not saying you can't have skill in creating builds overall. I'm saying you can't have skill in builds that are based on upping %disable modifiers. Also not sure what you mean by stats on armour are not predetermined, armour still has set stats you can't choose whatever you like, obviously different armour offers different stats.
Crafters will be able to assign different skills/abilities and stats on gear.[15][16] Master crafters will be able to influence several (but not all) stats on their crafted items.[15][17]
JustVine wrote: » truely wrote: » JustVine wrote: » truely wrote: » JustVine wrote: » truely wrote: » JustVine wrote: » truely wrote: » Guli wrote: » Good that people have different thoughts on this, we need to figure this out sooner than later. also i thought about it some more, and what if CC has 100% hit rate (if not rolled/shielded etc) but you could modify your gear/use skills that shorten the amount of time you are affected by the CC. I think that's a great solution if the disable% stats affect hard CC length rather than completely nullifying the CC I've only seen this work in fighting game strategy level champion fighters. Ashes is neither a champion fighter nor do people seem to want this to be fighting game level design balance (after all we are talking about ashes having hard cc here which in itself negates two layers of fighting game style strategy.) Name a mmo this solution has ever made stun not a stagnating/build restricting factor in the meta or not a free win. what's your point, that there should be no hard CCs? Pretty sure GW2 has hard CCs and it's not a CC stun lock auto win. https://en-forum.guildwars2.com/topic/70706-stun-meta-needs-to-go/ Uhm..... You always get people moaning about stuff. If you read the post most of the people replying they disagree with the OP. This really doesn't prove anything, having played GW2 myself I can say hard CC isnt a problem in that game. It stagnates meta and restricts build choices. It is the number one leading cause for it. That's all I have argued in this thread. There are proposed solutions for alternatives to one button hard cc in @Dreoh stun thread. you are debating a point which isn't the point of the thread...it's about RnG on hard CC not whether they should exist or not. You aren't getting my point if that's your conclusion. I was pointing out that rng vs action would not change the effect it has on meta and builds (which is my actual problem with it.)
truely wrote: » JustVine wrote: » truely wrote: » JustVine wrote: » truely wrote: » JustVine wrote: » truely wrote: » Guli wrote: » Good that people have different thoughts on this, we need to figure this out sooner than later. also i thought about it some more, and what if CC has 100% hit rate (if not rolled/shielded etc) but you could modify your gear/use skills that shorten the amount of time you are affected by the CC. I think that's a great solution if the disable% stats affect hard CC length rather than completely nullifying the CC I've only seen this work in fighting game strategy level champion fighters. Ashes is neither a champion fighter nor do people seem to want this to be fighting game level design balance (after all we are talking about ashes having hard cc here which in itself negates two layers of fighting game style strategy.) Name a mmo this solution has ever made stun not a stagnating/build restricting factor in the meta or not a free win. what's your point, that there should be no hard CCs? Pretty sure GW2 has hard CCs and it's not a CC stun lock auto win. https://en-forum.guildwars2.com/topic/70706-stun-meta-needs-to-go/ Uhm..... You always get people moaning about stuff. If you read the post most of the people replying they disagree with the OP. This really doesn't prove anything, having played GW2 myself I can say hard CC isnt a problem in that game. It stagnates meta and restricts build choices. It is the number one leading cause for it. That's all I have argued in this thread. There are proposed solutions for alternatives to one button hard cc in @Dreoh stun thread. you are debating a point which isn't the point of the thread...it's about RnG on hard CC not whether they should exist or not.
JustVine wrote: » truely wrote: » JustVine wrote: » truely wrote: » JustVine wrote: » truely wrote: » Guli wrote: » Good that people have different thoughts on this, we need to figure this out sooner than later. also i thought about it some more, and what if CC has 100% hit rate (if not rolled/shielded etc) but you could modify your gear/use skills that shorten the amount of time you are affected by the CC. I think that's a great solution if the disable% stats affect hard CC length rather than completely nullifying the CC I've only seen this work in fighting game strategy level champion fighters. Ashes is neither a champion fighter nor do people seem to want this to be fighting game level design balance (after all we are talking about ashes having hard cc here which in itself negates two layers of fighting game style strategy.) Name a mmo this solution has ever made stun not a stagnating/build restricting factor in the meta or not a free win. what's your point, that there should be no hard CCs? Pretty sure GW2 has hard CCs and it's not a CC stun lock auto win. https://en-forum.guildwars2.com/topic/70706-stun-meta-needs-to-go/ Uhm..... You always get people moaning about stuff. If you read the post most of the people replying they disagree with the OP. This really doesn't prove anything, having played GW2 myself I can say hard CC isnt a problem in that game. It stagnates meta and restricts build choices. It is the number one leading cause for it. That's all I have argued in this thread. There are proposed solutions for alternatives to one button hard cc in @Dreoh stun thread.
truely wrote: » JustVine wrote: » truely wrote: » JustVine wrote: » truely wrote: » Guli wrote: » Good that people have different thoughts on this, we need to figure this out sooner than later. also i thought about it some more, and what if CC has 100% hit rate (if not rolled/shielded etc) but you could modify your gear/use skills that shorten the amount of time you are affected by the CC. I think that's a great solution if the disable% stats affect hard CC length rather than completely nullifying the CC I've only seen this work in fighting game strategy level champion fighters. Ashes is neither a champion fighter nor do people seem to want this to be fighting game level design balance (after all we are talking about ashes having hard cc here which in itself negates two layers of fighting game style strategy.) Name a mmo this solution has ever made stun not a stagnating/build restricting factor in the meta or not a free win. what's your point, that there should be no hard CCs? Pretty sure GW2 has hard CCs and it's not a CC stun lock auto win. https://en-forum.guildwars2.com/topic/70706-stun-meta-needs-to-go/ Uhm..... You always get people moaning about stuff. If you read the post most of the people replying they disagree with the OP. This really doesn't prove anything, having played GW2 myself I can say hard CC isnt a problem in that game.
JustVine wrote: » truely wrote: » JustVine wrote: » truely wrote: » Guli wrote: » Good that people have different thoughts on this, we need to figure this out sooner than later. also i thought about it some more, and what if CC has 100% hit rate (if not rolled/shielded etc) but you could modify your gear/use skills that shorten the amount of time you are affected by the CC. I think that's a great solution if the disable% stats affect hard CC length rather than completely nullifying the CC I've only seen this work in fighting game strategy level champion fighters. Ashes is neither a champion fighter nor do people seem to want this to be fighting game level design balance (after all we are talking about ashes having hard cc here which in itself negates two layers of fighting game style strategy.) Name a mmo this solution has ever made stun not a stagnating/build restricting factor in the meta or not a free win. what's your point, that there should be no hard CCs? Pretty sure GW2 has hard CCs and it's not a CC stun lock auto win. https://en-forum.guildwars2.com/topic/70706-stun-meta-needs-to-go/ Uhm.....
truely wrote: » JustVine wrote: » truely wrote: » Guli wrote: » Good that people have different thoughts on this, we need to figure this out sooner than later. also i thought about it some more, and what if CC has 100% hit rate (if not rolled/shielded etc) but you could modify your gear/use skills that shorten the amount of time you are affected by the CC. I think that's a great solution if the disable% stats affect hard CC length rather than completely nullifying the CC I've only seen this work in fighting game strategy level champion fighters. Ashes is neither a champion fighter nor do people seem to want this to be fighting game level design balance (after all we are talking about ashes having hard cc here which in itself negates two layers of fighting game style strategy.) Name a mmo this solution has ever made stun not a stagnating/build restricting factor in the meta or not a free win. what's your point, that there should be no hard CCs? Pretty sure GW2 has hard CCs and it's not a CC stun lock auto win.
JustVine wrote: » truely wrote: » Guli wrote: » Good that people have different thoughts on this, we need to figure this out sooner than later. also i thought about it some more, and what if CC has 100% hit rate (if not rolled/shielded etc) but you could modify your gear/use skills that shorten the amount of time you are affected by the CC. I think that's a great solution if the disable% stats affect hard CC length rather than completely nullifying the CC I've only seen this work in fighting game strategy level champion fighters. Ashes is neither a champion fighter nor do people seem to want this to be fighting game level design balance (after all we are talking about ashes having hard cc here which in itself negates two layers of fighting game style strategy.) Name a mmo this solution has ever made stun not a stagnating/build restricting factor in the meta or not a free win.
truely wrote: » Guli wrote: » Good that people have different thoughts on this, we need to figure this out sooner than later. also i thought about it some more, and what if CC has 100% hit rate (if not rolled/shielded etc) but you could modify your gear/use skills that shorten the amount of time you are affected by the CC. I think that's a great solution if the disable% stats affect hard CC length rather than completely nullifying the CC
Guli wrote: » Good that people have different thoughts on this, we need to figure this out sooner than later. also i thought about it some more, and what if CC has 100% hit rate (if not rolled/shielded etc) but you could modify your gear/use skills that shorten the amount of time you are affected by the CC.
Vhaeyne wrote: » I think this relates to the topic very well. Skill shots as I understand the term should act outside the RPG RNG hit/miss system. Stats should not be involved for these skills. As a player, I proved I hit my target when I aimed for it. My target failed his dodge/evasion check when I hit him.
truely wrote: » Noaani wrote: » truely wrote: » I'm not saying you can't have skill in creating builds overall. I'm saying you can't have skill in builds that are based on upping %disable modifiers. Also not sure what you mean by stats on armour are not predetermined, armour still has set stats you can't choose whatever you like, obviously different armour offers different stats. No one said anything about basing builds on percent chances, that is simply a viable aspect of builds. It may well be that your build has no CC breaks, and so any increase to the chance a CC will miss you is inherently good. On the other hand, it may be that you have a lot of CC breaks, and so this stat is of no use to you. Or you could fit somewhere in the middle. Also; Crafters will be able to assign different skills/abilities and stats on gear.[15][16] Master crafters will be able to influence several (but not all) stats on their crafted items.[15][17] Since most gear will be crafted (likely 90%+ of what is actually used), it is indeed true that stats on gear are not pre-determined. Which, incidentally, is why I said it. maybe theorycrafting what you say logically makes sense but it just wont ever play out like that. You are never gona be able to get disable modifiers so high compared to people offensive disable modifiers that you wont need cc breaks and can put skills elsewhere.
your point about the armour, if you can craft your own stats on armour within certain parameters would still play out the same as being able to able to craft 20 different armours of pre-determined stats which cover all the same stats as the customizable ones. I doubt they are going to just let you have whatever you want to you just go all in one stats for example. Otherwise that seems like a horrible system to me
Noaani wrote: » truely wrote: » Noaani wrote: » truely wrote: » I'm not saying you can't have skill in creating builds overall. I'm saying you can't have skill in builds that are based on upping %disable modifiers. Also not sure what you mean by stats on armour are not predetermined, armour still has set stats you can't choose whatever you like, obviously different armour offers different stats. No one said anything about basing builds on percent chances, that is simply a viable aspect of builds. It may well be that your build has no CC breaks, and so any increase to the chance a CC will miss you is inherently good. On the other hand, it may be that you have a lot of CC breaks, and so this stat is of no use to you. Or you could fit somewhere in the middle. Also; Crafters will be able to assign different skills/abilities and stats on gear.[15][16] Master crafters will be able to influence several (but not all) stats on their crafted items.[15][17] Since most gear will be crafted (likely 90%+ of what is actually used), it is indeed true that stats on gear are not pre-determined. Which, incidentally, is why I said it. maybe theorycrafting what you say logically makes sense but it just wont ever play out like that. You are never gona be able to get disable modifiers so high compared to people offensive disable modifiers that you wont need cc breaks and can put skills elsewhere. This is just a case of balance. It may be that you would rather have abilities other than CC breaks, or perhaps you are expecting to only really ever be in PvP combat while out with your guild, where you may have others that will cleanse CC's off you. This would mean that CC breaks may just not be worth taking in your build, but you may still want some degree of protection against them - even if RNG based - for if those players are not available. your point about the armour, if you can craft your own stats on armour within certain parameters would still play out the same as being able to able to craft 20 different armours of pre-determined stats which cover all the same stats as the customizable ones. I doubt they are going to just let you have whatever you want to you just go all in one stats for example. Otherwise that seems like a horrible system to me Why would it be a horrible system to allow players customization of their stats? If the game were the kind of game where you only wanted one or two stats - such as WoW or ESO - then yeah, it would be pointless. On the other hand, if the game gave all players a real benefit from all stats, why would it be a bad thing to allow players to decide what they want? Quite honestly, you seem to be wanting everything just broken down in to it's simplest form.
truely wrote: » just putting all your stats and becoming a literal one shot glass cannon.
If it's for hard CC why it not for other spell effects? doesn't make much sense to put in.
truely wrote: » what games have a resistance where you can outright resist a spell?
Noaani wrote: » truely wrote: » what games have a resistance where you can outright resist a spell? Both EQ games, off the top of my head. I assume you are also staunchly against the concept of avoidance.
truely wrote: » Noaani wrote: » truely wrote: » what games have a resistance where you can outright resist a spell? Both EQ games, off the top of my head. I assume you are also staunchly against the concept of avoidance. like evasion? It can be ok, but probably better to not but I don't think it's as bad as going for a CC move and it not having any effect. keeping the RnG more to damage/healing/incoming damage makes more sense to me.
Noaani wrote: » truely wrote: » Noaani wrote: » truely wrote: » what games have a resistance where you can outright resist a spell? Both EQ games, off the top of my head. I assume you are also staunchly against the concept of avoidance. like evasion? It can be ok, but probably better to not but I don't think it's as bad as going for a CC move and it not having any effect. keeping the RnG more to damage/healing/incoming damage makes more sense to me. So, you're fine with things you are not relying on being resisted. Don't rely so heavily on your CC, problem solved.
truely wrote: » Noaani wrote: » truely wrote: » Noaani wrote: » truely wrote: » what games have a resistance where you can outright resist a spell? Both EQ games, off the top of my head. I assume you are also staunchly against the concept of avoidance. like evasion? It can be ok, but probably better to not but I don't think it's as bad as going for a CC move and it not having any effect. keeping the RnG more to damage/healing/incoming damage makes more sense to me. So, you're fine with things you are not relying on being resisted. Don't rely so heavily on your CC, problem solved. ofc lets not rely on our spells and effects lets just autohit each other and hope I crit more. Your logic makes no sense...
Noaani wrote: » truely wrote: » Noaani wrote: » truely wrote: » Noaani wrote: » truely wrote: » what games have a resistance where you can outright resist a spell? Both EQ games, off the top of my head. I assume you are also staunchly against the concept of avoidance. like evasion? It can be ok, but probably better to not but I don't think it's as bad as going for a CC move and it not having any effect. keeping the RnG more to damage/healing/incoming damage makes more sense to me. So, you're fine with things you are not relying on being resisted. Don't rely so heavily on your CC, problem solved. ofc lets not rely on our spells and effects lets just autohit each other and hope I crit more. Your logic makes no sense... What you are suggesting is not my logic, so of course it makes no sense. If you rely on any one spell or ability, expect to lose. it doesn't matter if that spell or ability is a backstab, a nuke, a heal or a CC. You can rely on your entire build - if you build it well. But that is only because if you create a good build, you are not reliant on any one ability - not even a CC.
truely wrote: » Saying not relying on using your abilities is just the most nonsense statement I have ever heard.