KingDDD wrote: » I really enjoy fighting stealthers in games where there's some counter play to it. nothing as fun as killing a pos 1 riki with a well placed sentry ward.
Cyridius wrote: » KingDDD wrote: » I really enjoy fighting stealthers in games where there's some counter play to it. nothing as fun as killing a pos 1 riki with a well placed sentry ward. That works really well in games like Dota 2 because the arena is small and defined, in MMOs it's just a shiftfest. I think if invisible enemies was something people had to deal with regularly in PvE it might not be so bad because preparing for invisibility would then become part of the routine, so ganking wouldn't be so easy to do - but that in of itself can be horrific PvE gameplay. Really would rather stealth be designed for PvE and then have players have some sort of truesight where they can see invisible enemies within X meters of their position, and just make stealth classes useful outside of being stealthy for PvP.
Dryadez wrote: » Some games do CC correctly. You should NEVER be able to stunlock someone or make them lose control of their character from 100% to 50% and below hp. Not how combat should work. They should be short lived, momentary inconveniences that can have great rewards when used correctly and strategically. Example if my stun lasts 2 seconds and has a 45 second coldown, I won't be so keen on using it to open up on an enemy. I may safe it to use as an interupt or way of getting off a quick heal. Now.. if my stun lasts 3 seconds and has no cooldown but the DR mechanic and then i have another stun that lasts 6 seconds on a 30 second cooldown and I have a disorientate that lasts 9 seconds, an interupt with a 10 sec cd and a 3 second school lockout AND another disorientate that lasts 4 seconds.............. welcome to world of warcraft i just explained to you pvp rogue style. Where if your opponent can fight back, you did something wrong because you can always just poof vanish and start it all over again. Guild wars 2 did this correctly. I don't recall any stun or fear lasting more than a couple seconds and often they had super long cooldowns and could be negated or broken quite easily. Binds and slows were rare and slows often aoe oriented so you could walk out of them and they had to be properly placed. But imagine a 9 second slow, off cooldown, low mana cost and no DR... topple that with a 9 second fear off cooldown, oh and a 2 second disorientate oh and a aoe insta cast fear just incase... OH AND A PET THAT CAN DISORIENTATE YOU 9 SECONDS NO COOLDOWN... Hello world of warcraft warlock. Again CC needs to be EXTREMELY rare or VERY short lived. Even typing the stuff above got me agitated, I don't play anymore but even typing it i have to say to myself... what were those thunder heads thinking? How does that get through testing stages?
KingDDD wrote: » Dryadez wrote: » Some games do CC correctly. You should NEVER be able to stunlock someone or make them lose control of their character from 100% to 50% and below hp. Not how combat should work. They should be short lived, momentary inconveniences that can have great rewards when used correctly and strategically. Example if my stun lasts 2 seconds and has a 45 second coldown, I won't be so keen on using it to open up on an enemy. I may safe it to use as an interupt or way of getting off a quick heal. Now.. if my stun lasts 3 seconds and has no cooldown but the DR mechanic and then i have another stun that lasts 6 seconds on a 30 second cooldown and I have a disorientate that lasts 9 seconds, an interupt with a 10 sec cd and a 3 second school lockout AND another disorientate that lasts 4 seconds.............. welcome to world of warcraft i just explained to you pvp rogue style. Where if your opponent can fight back, you did something wrong because you can always just poof vanish and start it all over again. Guild wars 2 did this correctly. I don't recall any stun or fear lasting more than a couple seconds and often they had super long cooldowns and could be negated or broken quite easily. Binds and slows were rare and slows often aoe oriented so you could walk out of them and they had to be properly placed. But imagine a 9 second slow, off cooldown, low mana cost and no DR... topple that with a 9 second fear off cooldown, oh and a 2 second disorientate oh and a aoe insta cast fear just incase... OH AND A PET THAT CAN DISORIENTATE YOU 9 SECONDS NO COOLDOWN... Hello world of warcraft warlock. Again CC needs to be EXTREMELY rare or VERY short lived. Even typing the stuff above got me agitated, I don't play anymore but even typing it i have to say to myself... what were those thunder heads thinking? How does that get through testing stages? Id disagree. Without cc chains the game turns into burst or spam. Games like Warhammer online suffer immensely from the way they have cc immunity and very little access to hard cc. Id rather see multiple ways for individuals and classes to cleanse cc. More things like skull of impending doom and blessing of protection. Bards, clerics, summoners, and tanks should have saves to help alleviate the cc chains outside of the typical 2min cc cleanse.