Dygz wrote: » Most of the PvP is intended for non-Corruption PvP. Plenty of places to "have the advantage coming out of Stealth" during Guild/Node Wars, Castle/Node Sieges, Caravans and the Open Seas.
Dolyem wrote: » Laetitian wrote: What is "nullified" about the ranger's class kit when he opens an attack, and how is it related to the flagging system (which is the topic of your thread, if you want to now make this not about Corruption, then you have to state what the problem mechanic *is* that you want changed. Is it other classes' access to mobility? Is it the damage potential of the stealth class? What's wrong with what it looks like so far?) I really feel like this topic is suffering because you're not willing to say openly that this really has nothing to do with stealth at all, you just don't like not being able to pick PvP and win fights without an uncomfortable consequence attached to it, whenever you personally deem it to be a justified fight. And like, you're talking to mostly enthusiastic PvPers in this thread so far, so if that's what you want to talk about, why not talk about that... The whole problem is locking out certain abilities while attacking a specific flagged state, when traditionally those types of abilities are key to PvP.
Laetitian wrote: What is "nullified" about the ranger's class kit when he opens an attack, and how is it related to the flagging system (which is the topic of your thread, if you want to now make this not about Corruption, then you have to state what the problem mechanic *is* that you want changed. Is it other classes' access to mobility? Is it the damage potential of the stealth class? What's wrong with what it looks like so far?) I really feel like this topic is suffering because you're not willing to say openly that this really has nothing to do with stealth at all, you just don't like not being able to pick PvP and win fights without an uncomfortable consequence attached to it, whenever you personally deem it to be a justified fight. And like, you're talking to mostly enthusiastic PvPers in this thread so far, so if that's what you want to talk about, why not talk about that...
Nikr wrote: "But the greens don't get an advantage though. They get a fair fight. A reason to fight back."
"Must be non-combattant to activate; cannot attack players during effect, and for 5 minutes after disabling the effect."
Laetitian wrote: » Dolyem wrote: » Laetitian wrote: What is "nullified" about the ranger's class kit when he opens an attack, and how is it related to the flagging system (which is the topic of your thread, if you want to now make this not about Corruption, then you have to state what the problem mechanic *is* that you want changed. Is it other classes' access to mobility? Is it the damage potential of the stealth class? What's wrong with what it looks like so far?) I really feel like this topic is suffering because you're not willing to say openly that this really has nothing to do with stealth at all, you just don't like not being able to pick PvP and win fights without an uncomfortable consequence attached to it, whenever you personally deem it to be a justified fight. And like, you're talking to mostly enthusiastic PvPers in this thread so far, so if that's what you want to talk about, why not talk about that... The whole problem is locking out certain abilities while attacking a specific flagged state, when traditionally those types of abilities are key to PvP. Okay, so just to be completely clear, the threat of Corruption on the killing player is not something you have an issue with in its own right? I think this is a valid discussion to have. Perhaps to change something about the game, or at least better communicate the intended gameplay dynamic of the ganking protection system to players. My problem in this thread is that you didn't mention CC immunity in your initial post, and you never clearly stated whether your problem is that enemies can run away because you can't lock them down with CC, or that they can run away because you're not willing to commit to gaining Corruption (in both cases with the added threat that they can play around at the edge of escape-range and counter-engage range to keep the ambusher under threat and force them to make concessions for their own defence or their target's escape options). That's two very different problems to discuss, and both might be something going on in a forum user's mind. If you're willing to clarify that Corruption as a punishment for killing players who do not become combattants is not what you consider part of the problem that negatively affects the ambush playstyle, I'm super ready to move on to just discussing CC immunity. What I'm not willing to accept though is that we discuss CC immunity to exhaustion now, and then 30 pages in you go: "Whatever, the whole problem was that players can just not attack back and I have to go corrupt to kill them. :grumpyface:" I hope you understand now why I'm struggling to engage in this discussion without digging for the nucleus of your argument first. Any accusations I made were just attempts at getting that clear answer. For the rest of your response to me, I think I'll defer to NiKr's argument. Especially the point about Nikr wrote: "But the greens don't get an advantage though. They get a fair fight. A reason to fight back." I don't actually agree with him that this needs to be in the game in order for people to be motivated to attack back. I've played games where ganking was between tolerated and encouraged (there just wasn't any reward for it, so it still wasn't excessive, because there was more useful PVP to engage in) and people absolutely do fight back when they're at half HP. There's a disadvantage to it, but also that ranger just used up their CC, so often enough, it's fine. Not "fair", but fine. However, where I still agree with NiKr is that I also don't think that the protections for non-combattants in Ashes right now disincentivise anything that's vital to the game, or mess up any playstyles or classes. It just makes ambushing slightly riskier, which is a perfectly acceptable aspect to it, considering it also provides an advantage in many other ways.It's not an advantage for the defender, it's just slightly less of an advantage for the ambusher. (Because if the enemy player happens to be someone who can whoop your butt if you can't CC them before they reach you, you can just not attack them...; Kind of a defining aspect of the initiation advantage.) That all said, I wouldn't see much of a problem to turning the non-combattant CC-protection into a committal active/toggle opt-in effect. It would cost no skill points or resources, and just be an ability you can trigger whenever you feel like it. And the conditions would be something like "Must be non-combattant to activate; cannot attack players during effect, and for 5 minutes after disabling the effect." It crucially wouldn't give any protection besides the CC immunity as it is currently the default behaviour, plus an initial cleanse of current PvP CC on you, again assuming you're still non-combattant. I also think in order to preserve the current nature of the system, it should be impossible for opponents to tell whether a player has the toggle active or not, until they try to CC them.Spoiler for insignificant ramble: The only downside I see at that point is that the whole system looks kinda cringe and convoluted to outsiders. And the only fix I would see for *that* would be just to simplify the whole system way more, and just make it very binary. No protections for anyone besides the threat of corruption to the attacker, but make that threat feel serious, without any way to play the system. You become corrupted as soon as you attack a non-combattant. Corruption multiplies by 5 in duration and by 2 in severity every time one of your non-combattant targets dies. But the fans of corruption won't ever agree to that, because they're used to a more nuanced gameplay loop where very deliberate decisions are made to balance out the difference between ganking for fun and ganking for a purpose, and both of them have layers of justification.
Ludullu_(NiKr) wrote: » My main issue with understanding the point is the contradiction in the suggested solution and the presented problem. Dolyem said this is not a discussion about corruption. But he's also insistent on forcing greens to remain greens if they want the CC immunity, which in turn literally spells out "I don't want you fighting back, if you want the protection right now" - and that is most definitely a conversation about corruption. Needing a CC as your first attack against a green player screams to me "I want to kill him before he can retaliate", or at the very least "I want to bring him down so low that he sees no point in fighting back, and even if he does - I'll always win". I'm gonna be a tank, so more than half of my abilities would be useless against an enemy in a 1v1 fight, if I'm the initiator, cause they're defensive. Same would be true for the cleric and bard, because as long as the victim doesn't fight back - any protective/healing/defensive abilities do not matter AT ALL. Should we change those too, so that they somehow do dmg or smth? I've played a pvp mmo with this design for over a decade. And in absolute majority of encounters, I was more willing to fight back if I knew that I could retaliate against my attacker in a way that would equal out our hp values. This didn't magically mean that I would win. It would simply be fairer to me, as the original victim of the attack. And yes, if I was the one who attacked first (while thinking that the dude approaching me was about to attack me) - I'd be on the receiving end of his CCs. That's simply a part of the risk/reward equation. Attacker always has the bigger risk. We've heard the complaint about the CC immunity before, but to me it always sounded like whining from "pvpers" who just don't want their victims to fight back, while also having a slightly bigger chance of winning against the attacker. To me, all those whiners are simply weak pvpers who always want to be at an advantage in a fight. I want owpvp to be as fair to both sides as possible, because I believe that this would lead to much more owpvp than any other kind of design. And as I already said, imo, pvp is when both players decide to fight each other, not when one dude attacks a fucking tree that moves but doesn't retaliate.
Dolyem wrote: » And one way I would say it is an advantage for the defender is that it gives them the ability to close any sort of distance or create distance unhindered before they react, which for certain class matchups could be the deciding factor.
Dolyem wrote: » Attacking a player isn't supposed to be something the game punishes, that in itself will deter engagements from happening.
Dolyem wrote: » What you disagree with and agree with @Ludullu_(NiKr) is all fine and fair. But I and others I have discussed this with over voice chat are already theorizing ways around it, and while we will wait to test it, I still predict any system that limits your toolkit in combat will feel bad.
Dolyem wrote: » And I am up in the air about whether or not the toggle is broadcast to the attacker, maybe have that as a setting that can be switched on? I feel like if its shown, the attacker not willing to go corrupted will disengage and both players will go about their business sooner, and if someone is fully intending to go corrupt they will chase either way, but I dont really see a bad reason either way.
Dolyem wrote: » I too would purely vote on a balanced corruption system as opposed to having any sort of protections, but honestly I could see the active ability idea being kind of fun? Because it gives the players who wont ever fight back a sort of "CATCH ME IF YOU CAN!" mini game as opposed to fighting to the death.
Dolyem wrote: » I personally love ganking, but within reason. I wont ever gank the same person more than twice, with the only exception being if they happen to be interfering with something I am doing like gathering a specific resource that is rare, and if they engage me then I dont consider it ganking anymore.
Laetitian wrote: » Dolyem wrote: » And one way I would say it is an advantage for the defender is that it gives them the ability to close any sort of distance or create distance unhindered before they react, which for certain class matchups could be the deciding factor. That would be up to the ambusher to counteract by setting up their attack well enough to make their opening advantage higher than the opponent's CC immunity advantage. And again, if you can't set yourself up enough against a certain class, you're free not to attack that player. combines into a pretty solid advantage. Just less of an advantage than if you were also allowed to CC first. Dolyem wrote: » Attacking a player isn't supposed to be something the game punishes, that in itself will deter engagements from happening. That's literally what corruption exists for, what do you mean? Edit: Oh, wait, you mean literally "attacking" without necessarily committing to kill them, right? That's probably fair enough. But like, are you really arguing from situations where you'd be happy not to kill your targets and just sort of let them sit around the same area if they don't fight back? Because if you don't stop attacking them if they don't run, then yes, your "attack" is punished by corruption. Dolyem wrote: » What you disagree with and agree with @Ludullu_(NiKr) is all fine and fair. But I and others I have discussed this with over voice chat are already theorizing ways around it, and while we will wait to test it, I still predict any system that limits your toolkit in combat will feel bad. The counter here is almost too obvious: Do you think being CC'd as the ambushed target won't feel bad? I'd go as far as to say that to the Lineage player, the current system already is the compromise. To them, you're still getting a lot of benefits as the ambusher that almost tip the scales from the set-up time and choice of initiation distance you have on the target, plus the first blood priority. Keep in mind, as soon as the enemy has attacked you in any way, you still have all your CC off-cooldown, *and* you will already have dealt a noticable chunk of damage, even if you haven't CC'd them yet. So it's not like you're completely disarmed when that melee reaches you. You can always counter-CC and get your distance. And have your defensive buffs set up by the time they hit. Dolyem wrote: » And I am up in the air about whether or not the toggle is broadcast to the attacker, maybe have that as a setting that can be switched on? I feel like if its shown, the attacker not willing to go corrupted will disengage and both players will go about their business sooner, and if someone is fully intending to go corrupt they will chase either way, but I dont really see a bad reason either way. Like I said, I think that part is not up for debate. If you want to a non-combattant, them trying to run away should be a desirable outcome within the Corruption system. If you don't consider it worth it if they run away, why did you attack them? Also in the situations where what you said is true, the toggle broadcast can easily be replaced by asking a one-word question-and-answer in chat, and/or the ambusher setting themselves up and using a low-cd ability to test. If they get CCd and stay CCd, you can keep CCing them until they die or do activate their PvP-CC protection and run away. If they attack, you know you'll have used the full range of your kit to the best of your abiliity before they reach you. Best of both worlds. No need to get free information and remove the last bit of risk for the ambusher, too. Dolyem wrote: » I too would purely vote on a balanced corruption system as opposed to having any sort of protections, but honestly I could see the active ability idea being kind of fun? Because it gives the players who wont ever fight back a sort of "CATCH ME IF YOU CAN!" mini game as opposed to fighting to the death. Yeah, I won't lie, I am warming up to the toggle idea. I wonder if there's an even more ideal compromise, because Lineage players probably will think anything short of what they're used to won't even the playing field enough. They really like that the ambusher is as far from auto-winning as possible. But I like the dynamic of the toggle idea so far. Dolyem wrote: » I personally love ganking, but within reason. I wont ever gank the same person more than twice, with the only exception being if they happen to be interfering with something I am doing like gathering a specific resource that is rare, and if they engage me then I dont consider it ganking anymore. I think the problem is that things like PvP-CC-protection are intended to prevent ganking/griefing, and define ganking/griefing (most would probably just call it ganking) rather broadly and strictly as any initiation of PvP that isn't either consensual, or serves a higher purpose for the attacker (and thus is balanced through reward-versus-risk incentive for the attacker). So essentially as soon as you're ganking for fun rather than just to contest something valuable in the game, the system is already meant to punish you fairly hard, and it's up to you whether that attack is still worth it to you. Even if you kill a player for their resources, the system punishes you just the same, just by a less immediate threat (potential bounty hunters) than the PvP-CC-protection. So most of what you're describing just isn't meant to exist in Ashes without you being disadvantaged in some way in return, unless you only do it with willing or semi-willing participants.
Laetitian wrote: » That wasn't what drove most of my points. And the very sentence you replied to said "ganking/griefing" anyways. Stop being lazy please. I include "griefing" because the quotes you are giving list "risk versus reward," and running around killing random players isn't usually done for a "reward." You can take it or leave it, it doesn't matter, but pretending that the word "griefing" is at the core of my argument in order to avoid dealing with the rest of what I said is engaging in rhetorics that are not conducive to a good-faith discussion. You're barking up the wrong tree here anyway. I already told you, I don't mind random ganking. This is about player consensus and shaping your idea to make it enticing to the community at large.
Laetitian wrote: » Dolyem wrote: » And one way I would say it is an advantage for the defender is that it gives them the ability to close any sort of distance or create distance unhindered before they react, which for certain class matchups could be the deciding factor. That would be up to the ambusher to counteract by setting up their attack well enough to make their opening advantage higher than the opponent's CC immunity advantage. And again, if you can't set yourself up enough against a certain class, you're free not to attack that player. combines into a pretty solid advantage. Just less of an advantage than if you were also allowed to CC first.
Laetitian wrote: » Dolyem wrote: » Attacking a player isn't supposed to be something the game punishes, that in itself will deter engagements from happening. That's literally what corruption exists for, what do you mean? Edit: Oh, wait, you mean literally "attacking" without necessarily committing to kill them, right? That's probably fair enough. But like, are you really arguing from situations where you'd be happy not to kill your targets and just sort of let them sit around the same area if they don't fight back? Because if you don't stop attacking them if they don't run, then yes, your "attack" is punished by corruption.
Laetitian wrote: » Dolyem wrote: » What you disagree with and agree with @Ludullu_(NiKr) is all fine and fair. But I and others I have discussed this with over voice chat are already theorizing ways around it, and while we will wait to test it, I still predict any system that limits your toolkit in combat will feel bad. The counter here is almost too obvious: Do you think being CC'd as the ambushed target won't feel bad? I'd go as far as to say that to the Lineage player, the current system already is the compromise. To them, you're still getting a lot of benefits as the ambusher that almost tip the scales from the set-up time and choice of initiation distance you have on the target, plus the first blood priority. Keep in mind, as soon as the enemy has attacked you in any way, you still have all your CC off-cooldown, *and* you will already have dealt a noticable chunk of damage, even if you haven't CC'd them yet. So it's not like you're completely disarmed when that melee reaches you. You can always counter-CC and get your distance. And have your defensive buffs set up by the time they hit.
Laetitian wrote: » Dolyem wrote: » And I am up in the air about whether or not the toggle is broadcast to the attacker, maybe have that as a setting that can be switched on? I feel like if its shown, the attacker not willing to go corrupted will disengage and both players will go about their business sooner, and if someone is fully intending to go corrupt they will chase either way, but I dont really see a bad reason either way. Like I said, I think that part is not up for debate. If you want to a non-combattant, them trying to run away should be a desirable outcome within the Corruption system. If you don't consider it worth it if they run away, why did you attack them? Also in the situations where what you said is true, the toggle broadcast can easily be replaced by asking a one-word question-and-answer in chat, and/or the ambusher setting themselves up and using a low-cd ability to test. If they get CCd and stay CCd, you can keep CCing them until they die or do activate their PvP-CC protection and run away. If they attack, you know you'll have used the full range of your kit to the best of your abiliity before they reach you. Best of both worlds. No need to get free information and remove the last bit of risk for the ambusher, too.
Laetitian wrote: » Dolyem wrote: » I too would purely vote on a balanced corruption system as opposed to having any sort of protections, but honestly I could see the active ability idea being kind of fun? Because it gives the players who wont ever fight back a sort of "CATCH ME IF YOU CAN!" mini game as opposed to fighting to the death. Yeah, I won't lie, I am warming up to the toggle idea. I wonder if there's an even more ideal compromise, because Lineage players probably will think anything short of what they're used to won't even the playing field enough. They really like that the ambusher is as far from auto-winning as possible. But I like the dynamic of the toggle idea so far.
Laetitian wrote: » Dolyem wrote: » I personally love ganking, but within reason. I wont ever gank the same person more than twice, with the only exception being if they happen to be interfering with something I am doing like gathering a specific resource that is rare, and if they engage me then I dont consider it ganking anymore. I think the problem is that things like PvP-CC-protection are intended to prevent ganking/griefing, and define ganking/griefing (most would probably just call it ganking) rather broadly and strictly as any initiation of PvP that isn't either consensual, or serves a higher purpose for the attacker (and thus is balanced through reward-versus-risk incentive for the attacker). So essentially as soon as you're ganking for fun rather than just to contest something valuable in the game, the system is already meant to punish you fairly hard, and it's up to you whether that attack is still worth it to you. Even if you kill a player for their resources, the system punishes you just the same, just by a less immediate threat (potential bounty hunters) than the PvP-CC-protection. So most of what you're describing just isn't meant to exist in Ashes without you being disadvantaged in some way in return, unless you only do it with willing or semi-willing participants.
Dolyem wrote: The ambusher should be able to counteract it off the rip by not being handicapped in the first place.
Dolyem wrote: Being caught off guard always feels bad, but youre supposed to stay alert and keep an out of while roaming so that doesnt happen. [...] [The ambusher] shouldnt HAVE to wait to use abilities until someone has closed the distance or created distance from you.
Dolyem wrote: Corruption exists to deter griefing. It does not exist to deter someone from engaging combat with another player. The current CC immunity punishes a player for just engaging another player.
Dolyem wrote: Killing a green once or twice isnt griefing according to Stevens definition.
Dolyem wrote: yet again, Stevens definition does not include ganking as griefing. EXCESSIVE ganking is griefing. PvP is consensual the minute you step into an area you can get attacked, its your responsibility to not lose once it happens. You are venturing out into the world for rewards at the risk of dying to PVE or PVP content.
Dolyem wrote: I am 100% encouraged to PvP and gank for fun, just within reason. As long as I am not doing so excessively to a player or players over and over again, it is perfectly allowed and encouraged.
Laetitian wrote: » Dolyem wrote: The ambusher should be able to counteract it off the rip by not being handicapped in the first place. You can't keep saying the same thing over and over again without acknowledging my counter arguments, there's no point in having a conversation that way. Dolyem wrote: Being caught off guard always feels bad, but youre supposed to stay alert and keep an out of while roaming so that doesnt happen. [...] [The ambusher] shouldnt HAVE to wait to use abilities until someone has closed the distance or created distance from you. This is simply a matter of degree/scope. In your ideal version of a game, unawareness is punished by the full range of the ambusher's skill set, in NiKr's ideal version of a game it's punished by the ambusher's advantage of their preparation, choice of range, initial first blood damage, and any other setup. And while it's some amount of a disadvantage for a ranger not to be able to use their CC immediately after they open, they still HAVE their CC after they get attacked in order to reposition and deal more damage at range. Your framing of the ranger being defenseless because they can't frontload all their CC and damage before their target reaches them is just wrong, so you can't pretend that this disadvantage negates their ambushing advantage by default. And you have to start acknowledging that your conviction that the ambusher's advantage should be the highest it could possibily be is simply a matter of opinion. There's nothing inherently superior about a game not doing anything to balance out that advantage in order to give gank targets a fighting chance. Dolyem wrote: Corruption exists to deter griefing. It does not exist to deter someone from engaging combat with another player. The current CC immunity punishes a player for just engaging another player. You didn't respond to what I said. Are you really talking about scenarios where you'd be letting go the target if they don't fight back and stay in the area? If yes, what's the purpose of your attack? If no, you're attacking with the intention of killing the player and going corrupt, unless they happen to fight back. Them sometimes justifying your attack by fighting back doesn't absolve you of the intention to kill that non-combattant player if they don't fight back. You're just distracting from the fact that what you're doing is something the game punishes with corruption by obfuscating the argument with situations where your action happens to be justified.You have to be honest about your underlying goal here. If your only goal is finding a fair fight, why aren't you having it with people who are already combattants, or doing it in a location where you actually care about control of the location (i.e. not ganking, but simply risk-versus-reward objective control, which will likely be contested by larger groups and rarely involve 1v1 scenarios.)? Dolyem wrote: Killing a green once or twice isnt griefing according to Stevens definition. I'm not interested in picking apart quotes to show you why you're wrong, but just talk to any player who has played the games inspiring Steven's position. This forum is packed full with them, and they all clearly outline the purpose of Corruption at deterring all PvP, especially 1v1 PvP, that doesn't serve to advance a ganker's personal advancement, but simply serves to pick unconsenting fights for no reason (Again, if you want to deny the consent part, you have to address whether you'd kill them if they don't fight back...). You can pick apart that definition and deny that consensus if you like, but then your suggestions will just not be taken into consideration. Dolyem wrote: yet again, Stevens definition does not include ganking as griefing. EXCESSIVE ganking is griefing. PvP is consensual the minute you step into an area you can get attacked, its your responsibility to not lose once it happens. You are venturing out into the world for rewards at the risk of dying to PVE or PVP content. I'm sorry, I can't take you seriously if you just ignore the general community consensus and insist on presenting your opinion as logical facts. We got plenty of PvX and PvP enthusiasts here, and like 90% have accepted that PvP in Ashes is meant to be purpose-driven, and random ganking for the sake of ganking without doing much for your personal advancement from it is not purpose-driven. Most of the solo players you'll run into won't have a lot of loot on them and won't have much reason to defend themselves; most of the ones who opt to defend themselves anyway will probabably kick you right back to your respawn point. Dolyem wrote: I am 100% encouraged to PvP and gank for fun, just within reason. As long as I am not doing so excessively to a player or players over and over again, it is perfectly allowed and encouraged. By ambushing rando after rando, you're essentially asking to either accrue Corruption or get killed. That's what the courruption system exists for. It exists to discourage your behaviour and encourage purpose-driven PvP. Your definition of "consent" mouth-breathingly screams "GamerGate was my life blood;" I don't believe you actually believe your own words when you say that. You can get attacked in every area. Existing in Ashes isn't consent to PvP. It's consent to be attacked, but if the ambusher is just hanging out picking fights with random people for no reason, the corruption system is going to take care of that behaviour pretty quickly. There are plenty of full loot open PvP games, why are you trying to change the reality of a game that's clearly not meant to be what you want? (I can't restate enough that I love open PvP, this is not about my preferences.)
Azherae wrote: » But you're also encouraged to do it without relying on your from-stealth opener while solo. That's also the current 'Definition'. A certain very Lucky Ghost helped us get that definition. No one's CCs work, so the only reason for considering this relative to Rogues is that Rogues in some games do the 'invisible get into position and burst damage' even when solo. Nothing prevents this. This isn't even CC related, most of the time if you do a Sneak Attack, your enemy won't fight back because you took a big chunk of their health and it has nothing to do with any CC you did, so...
Dolyem wrote: » To say you are a tank or any class right now and that you're instantly at a disadvantage simply because of the class you play is disingenuous because we have no idea if that is true or not. This is just a case of balancing and fight matchups. My argument is that ANY class that depends on abilities this CC immunity negates is instantly effected in a negative way due to having abilities removed for engagements. A defensive ability can potentially block an initial attack. Heals can save you. These paired with other abilities in those kits could counter whatever is attacking you. We dont know those yet, and they should be balanced during testing. The point I am making is that BOTH parties should have 100% access to their abilities during the interaction.
Dolyem wrote: » Fairness of a fight shouldn't be decided by punishing a player who engages the fight.
Dolyem wrote: » This isnt lineage, this is Ashes of Creation. Sure, take inspiration from that game where applicable, but improve upon it, dont copy it.
Ludullu_(NiKr) wrote: » Dolyem wrote: » To say you are a tank or any class right now and that you're instantly at a disadvantage simply because of the class you play is disingenuous because we have no idea if that is true or not. This is just a case of balancing and fight matchups. My argument is that ANY class that depends on abilities this CC immunity negates is instantly effected in a negative way due to having abilities removed for engagements. A defensive ability can potentially block an initial attack. Heals can save you. These paired with other abilities in those kits could counter whatever is attacking you. We dont know those yet, and they should be balanced during testing. The point I am making is that BOTH parties should have 100% access to their abilities during the interaction. You are so close to understanding my point about "pvp". "A defensive ability can potentially block an initial attack. Heals can save you. These paired with other abilities in those kits could counter whatever is attacking you" Use this, but on the attacker side and not the defender. Would you need these abilities if your target was a green player unwilling to fight back? Would they serve any purpose at all, if your target never fought back? I hope you see that they don't. So 3 other archetypes are pretty much useless (some to bigger extent, especially depending on their build) in the scenario you're trying to argue. Yet you're trying to get a huge advantage for the rogue (and maybe one other archetype that would specialize in CCs) with your suggestion. How is that fair to those 3 other archetypes then? This is why I keep saying that pvp doesn't start until the defender player fights back. And as soon as they DO fight back - you both have your full toolkits, except you, as the first attacker, already have the advantage of having dealt damage to the defender. Dolyem wrote: » Fairness of a fight shouldn't be decided by punishing a player who engages the fight. Is the chess player that has the white pieces disadvantaged against the player that has the black ones? Or is he completely free to choose absolutely any starting move he can come up with? Because that's the parallel here. You, as the attacker, have near-limitless freedom in your approach to the target: You can buff up to do the biggest hit possible You can call others to help you if you think the target is way stronger than you You can wait until the target is engaged with mobs, so you have an easier time killing them (potentially w/o corruption) You can choose positioning (rogues will have bows and might even be able to throw daggers or smth, so they're not fully melee) You can choose timing (i.e. the target had just spent a ton of mana against a few mobs) You can choose the type of dmg you wanna do (a small "challenging" hit or the biggest strike you can muster) All of those are your advantages, where your target is fully at your mercy (especially if you're a rogue in stealth). And to ALLLL of that shit, the only advantage the victim has is their CC immunity. Mostly, because it will allow the passive players to try and escape you. And the only way for them to truly escape you is if you decide to let them go. Like I already said before, we know that mounts can be summoned in combat, so no matter what the green player does to escape, you literally mount up and easily follow them, if you want to lose your flag before they try to hit you back. If they're on a mount as well - they can't heal/buff up. If they're running away while trying to heal up - you don't even need a mount, because they'd be way slower than you (no matter your class). That precise situation is the core reason behind my not understanding of your point. You LET them run away and then complain that your escapee has the ability to come back and fight back. And as Lae said before, if they do fight back right away - they lose a CC (that is if they even start with one), while you have your entire kit AND they're at a lower hp value than you. You are LITERALLY still at an advantage against them. Dolyem wrote: » This isnt lineage, this is Ashes of Creation. Sure, take inspiration from that game where applicable, but improve upon it, dont copy it. Btw, you might've missed this way back when I did this for the last similar discussion for Azherae, but Steven has already changed the system from how L2 worked. Because in L2 if your stun ability had a damage value in it - your stun would work on a green player. And Steven, assumedly, changed that because this mechanic was used SOOOO FUCKING OFTEN to make greens die to mobs w/o getting corruption. So, you saying "it's Steven's game, but improve it" (but in my way, not in Steven's way) is kinda silly
Dolyem wrote: » You're right, that is indeed where most PvP will happen. I am just pointing out the bad design philosophy of keeping players from using all of their abilities. I know your concern would be for the pacifists, which in my previous comments is addressed with simply making the CC immunity/break into an action, locking into green and committing to the escape.
Dolyem wrote: » What is objective, is that preventing players from using their full skillkits just for playing the game, is bad. A near same solution to what you are asking is the balancing I mentioned, allowing players to fight back, without preventing attackers from using parts of their skillsets automatically.
Dolyem wrote: Killing a green is not prohibited, nor discouraged. You get rewarded for doing so at the cost of corruption. Excessively doing this is discouraged, and that is represented with increased corruption effects, handling that entire issue.
Dolyem wrote: The point I was making with disengaging to re-engage your attacker before they lose combatant status is to switch the roles, where I am now the ambusher, but the difference now is that the player I am attacking doesn't gain the CC immunity advantage I had during their ambush. Its a work-around which I intend to test and showcase, so I and others can determine how bad or good it feels in terms of flow and gameplay. I could do it even in my proposal, but the difference would be the attacker would have the ability to CC me initially, giving them full access to their tools, and assuming a balanced system and not being hard countered, I could use abilities to react and counter, or choose to run.
Laetitian wrote: » I still agree that the committal PvP-CC-protection can suffice to provide the balance this game seeks, (and I'll leave it up to NiKr whether he'll consider CC-breaks a significant factor in this discussion; though I doubt it, considering it's something the ambusher has as well, so it really doesn't do much to even the playingfield), but damn, are you unpersuasive at making the case for it.