Noaani wrote: » With top end PvE content, this is a basic aspect of life. Sometimes you need to literally be standing on top of each other, and sometimes you need to be literally as spread out as you can be while still being able to hit your target.
Noaani wrote: » In regards to the specific scenario you are talking about above, I've actually seen many groups of players capable of that level of coordination - and been in a few of them myself. From my experience, it is just another of those things that are necessary (at times) in top end PvE. In my time playing Archeage, I only saw one group of players that were even close to it though - a group I was not a part of.
Noaani wrote: » If the game has abilities that CC nearby players, why would any PvP player complain about that rather than just - you know - stand a little further apart?
NiKr wrote: » How many pve encounters happen in corridors that can then move through those corridors into rooms and back?
Neurath wrote: » The sleep will be used in arena much like polymorph in WoW. You can sleep a healer and kill the rest of the team if the ttk is 30 seconds, if the ttk is 60 seconds then a 30 second sleep won't matter unless the healer can heal through 30 seconds of damage on someone and top them all back off. Whether coordinated damage reduces the ttk from 60 seconds to 30 seconds is anyone's guess right now.
Neurath wrote: » I'd rather have a cleanse effect. Makes the game much more tactical. Though my arena team is suddenly growing rather large lol.
Noaani wrote: » Not going to lie - the notion that there wouldn't be a cleanse effect that could deal with sleep never occurred to me. My expectation is that every CC effect will be able to be cleansed in some manner.
Vissox wrote: » A 30 second CD seems like nothing when you look at the ttk on these mobs. I'm assuming players will have a similar health pool. Sleeps also typically last a long time in mmos but this looks more like a polymorph from wow except it doesn't heal you, which is broken. Just based off of the tools we saw available to the cleric tank and fighter, we need some defensive CDs on other classes to counteract this. This is the first class we've seen with both disengage and a hard CC. And yes, it is a hard CC idc what the wiki says.
Veeshan wrote: » Drop party flag up if sleep an issue and hit ur sleeping friend once to wake the ahole up if u realy need too
Neurath wrote: » The sleep will be used in arena much like polymorph in WoW. You can sleep a healer and kill the rest of the team if the ttk is 30 seconds, if the ttk is 60 seconds then a 30 second sleep won't matter unless the healer can heal through 30 seconds of damage on someone and top them all back off. Whether coordinated damage reduces the ttk from 60 seconds to 30 seconds is anyone's guess right now. As to coordination, the arena teams will have that coordination. I doubt more than 1 mage will be in a group though, especially seeing as sleep is an aoe cone/cast. Same reason why a hard cc tank would also be in an arena group but you wouldn't see more than 1 tank. There might be disparities between pve and pvp but a hard cc is definitely more akin to pvp than pve. I'm used to raid bosses not being able to be hard cc'd except in certain circumstances.
Neurath wrote: » Well, if we're getting into the gritty details...I would sleep the healer, hard cc the tank and nuke the damage dealer. Then once the damage dealer is dead I would focus the healer. Tank left until last in a 3v3.
Neurath wrote: » My expectation is that every CC effect will be able to be cleansed in some manner.
Voeltz wrote: » Mark my words, the same people on here swearing "Sleep not OP" will be the first ones crying for it to be nerfed after an enemy group AOE sleeps them and their pals for 10 seconds before they can do anything, followed by 5 coordinated charge up meteors dropped on their heads sending them 100-0. I've seen it plenty of times across all kinds of games with CCs far weaker. Any time In PvP you pair a long lasting AOE CC with high burst damage attacks, charge ups and ultimates, decimation follows. And that's only ONE way it can be used. Some people will have to experience it to understand, but that level of power from one ability should only come from Ultimates. You don't need to be psychic to know there WILL BE high burst damage attacks in the game, and there won't always be a way out of CC. I already saw some in the same gameplay video.
Spif wrote: » I'm wondering if some/all classes will have access to some kind of self-CC break. Likely long cooldown and/or high cost. As primarily a grouping game, maybe not.