Hard cc to 100% break on damage
Posted: Sat Mar 24, 2018 10:53 am
One major frustration for me in MMOs is hard cc - yes it's fun when you use it, but personally there's nothing more frustrating than having zero control over your character while they're bursted to death. Look at SWTOR for how really not to implement hard cc...
Anyway, the main implementation of hard cc for me is where it's used to take out one enemy, ie a healer or dangerous dps, while you kill another target without having to deal with the incoming heals/damage from the other stunned/KD'd player. It shouldn't (imho of course..) be used as a crutch for dps to KD a player and then burst them to death before or 1 gcd after they get up.
What I'd really like to see is all hard cc (stagger, KD) have a 100% chance to break on damage. This would mean people have to be far more tactical with its use, rather than automatically opening with a KD on the target you want to kill, followed by unloading your highest dps abilities into them without any chance of counterplay (punt, detaunt, pot, shield, heal etc).
A stagger/KD would instead be a great tactical tool to take one enemy out of the equation while you kill a team mate, but would also allow you to disengage from a fight and try to flee, or used at range to hunt down fleeing enemy.
Best result of this would be no more watching helplessly as your character is KD'd and then whaled on by the enemy with you unable to respond - its the ultimate frustration for me as it requires zero skill on the attackers part. If you kill someone through their counterplay then you've earned the kill through skill, bludgeoning a helpless target who can't respond requires no skill whatsoever.
If this is difficult to implement without client control can we change KD'd to stagger abilities with the same duration that have 100% chance to break on damage already?
Note this would apply to hard cc, not snares/silence/disarms etc that don't remove all control of your character.
Finally (probably a futile plea...) this is not a class balance suggestion - it would apply equally to both sides and all classes with a KD/stagger. Please let's not turn this into yet another 'nerf X' thread...
Anyway, the main implementation of hard cc for me is where it's used to take out one enemy, ie a healer or dangerous dps, while you kill another target without having to deal with the incoming heals/damage from the other stunned/KD'd player. It shouldn't (imho of course..) be used as a crutch for dps to KD a player and then burst them to death before or 1 gcd after they get up.
What I'd really like to see is all hard cc (stagger, KD) have a 100% chance to break on damage. This would mean people have to be far more tactical with its use, rather than automatically opening with a KD on the target you want to kill, followed by unloading your highest dps abilities into them without any chance of counterplay (punt, detaunt, pot, shield, heal etc).
A stagger/KD would instead be a great tactical tool to take one enemy out of the equation while you kill a team mate, but would also allow you to disengage from a fight and try to flee, or used at range to hunt down fleeing enemy.
Best result of this would be no more watching helplessly as your character is KD'd and then whaled on by the enemy with you unable to respond - its the ultimate frustration for me as it requires zero skill on the attackers part. If you kill someone through their counterplay then you've earned the kill through skill, bludgeoning a helpless target who can't respond requires no skill whatsoever.
If this is difficult to implement without client control can we change KD'd to stagger abilities with the same duration that have 100% chance to break on damage already?
Note this would apply to hard cc, not snares/silence/disarms etc that don't remove all control of your character.
Finally (probably a futile plea...) this is not a class balance suggestion - it would apply equally to both sides and all classes with a KD/stagger. Please let's not turn this into yet another 'nerf X' thread...