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Brightdance

Crowd Crowfall

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They're in a tough situation because they want crowd control to feel meaningful in small scale situations but when more players get involved it can feel a bit overbearing. In this video you guys were outnumbered pretty severely so that's going to compound the issue.

Expose Punish Knockdowns might need to have their own DR or maybe you can only get hit by 1 Expose Knockdown before you are immune to it. Putting expose-punish knockdowns into the general knockdown DR category would probably nerf them a little too much.

I'm hesitant to call for nerfs to expose-punishes because the issue doesn't seem to be Assassins and Duelists locking people down. Those classes actually have to put themselves in real danger and aren't immortal ranged gods. Rangers absolutely DO NOT need a knockdown on Rapid Fire.

 

I know it's pre-alpha and balance isn't a priority but good god Rangers are a hero class right now in every aspect.

Edited by Zybak

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As somebody often targeted I don't feel that I am overly CC'd but I run a build as tanky as I possibly can anticipating being targeted.  Whats your is your hard control defense?  Whats your stun or knock down defense?  Did you go all offensive for training or defense?  You take a custard ton of damage on that char and seem to have a dicks out for harambe dps build. 


40 minutes ago, Andius said:

W/HoA were held up as like these mystical forces of highly skilled players with legendary theorycrafters chained to a desk in some deep dungeon holding all the arcane secrets we could use to win if only we knew them.

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15 minutes ago, mandalore said:

As somebody often targeted I don't feel that I am overly CC'd but I run a build as tanky as I possibly can anticipating being targeted.  Whats your is your hard control defense?  Whats your stun or knock down defense?  Did you go all offensive for training or defense?  You take a custard ton of damage on that char and seem to have a dicks out for harambe dps build. 

You may have missed the part where I said I was a Crafter. I have 4 accounts they all craft or harvest.

If you are saying that going into combat and getting some skills will make all the difference then I can get with that. Never really occurred to me but makes for proper gameplay if crafters who jump into action like that get owned. 

Makes sense to me. Thanks!

BD

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The moonwalks and "not sure what happening can't move" were because of roots which you could add onto your CC counter. 

Game is pretty CC heavy but the change to retaliate on a 3 sec CD and 75 stamina helped quite a bit compared to where we used to be. If the game is still too CC heavy maybe ACE could lower retaliate cost to 50 stamina. 


Blazzen <Lords of Death>

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There is a ton of CC going on in this game.  I'm a firm believer in my spec being fluid so I can do counter play to be hard to kill.  Lot's of people go into something going this is what I'm going to play and instead I pick what I'm going to play based off what I see others playing so i can attempt to counter their picks.  If you're getting CC'd too much I suggest you look at Escape Artist or Underdog, if you need a general use defensive rune then I suggest Runecaster.  There's an anti-slashing rune (Militant Mage), anti-crushing rune (mudman), anti-destrin rune (firewalker) and an anti-piercing rune (scarecrow).  If you build dicks out for harambe 100% dps then you better assume your going to be cc'd, your going to take a lot of damage you better be able to out dps them if you wanna live. 

Edited by mandalore

40 minutes ago, Andius said:

W/HoA were held up as like these mystical forces of highly skilled players with legendary theorycrafters chained to a desk in some deep dungeon holding all the arcane secrets we could use to win if only we knew them.

wiDfyPp.png

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The retaliate change (shorter cooldown, sta usage) was a big improvement - generally I think the Diminishing Returns system still needs some work. It doesn't feel like it helps in group pvp situations when you are being chain CC'd.


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4 hours ago, miraluna said:

The retaliate change (shorter cooldown, sta usage) was a big improvement - generally I think the Diminishing Returns system still needs some work. It doesn't feel like it helps in group pvp situations when you are being chain CC'd.

I think ranger expose punish was a step too far and diminishing returns needs a buff. Mechanically, what if getting hit with a CC actually returned stamina while under the effects of the "blue haze"?

This would leave it mostly unchanged in small scale scenarios but make spamming cc in mass combat actively detrimental to the efficiency of CC.


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Rub rock on face and say "Yes food is eaten now time for fight"

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