Last night, I spent several hours in the PTS powerhouse, trying to think up something alternative to do instead of my usual control build, but I just couldn't come up with anything I enjoyed nearly as much as that (even if targets tend to die before we finish charging or maintaining for 2 seconds), and it kept eating at my mind 'til I went to bed. I couldn't sleep though, and... well...
Does anyone else miss the way crowd control originally worked? The way things like Binding of Aratron worked immediately, starting off weak but increasing in strength as you continued to maintain it? And more importantly, it was a real crowd control power, not a damage power with a crowd control secondary effect. I like picking control powers specifically for the control aspect... and I might be a bit of a black sheep here, but I oddly like not damaging targets with it for some reason, particularly when I'm helping a random person out in the streets or wilderness. People don't usually like it when you attack their stuff anyway.
It seems like the reason it was adjusted was because the fact that it worked immediately, even if it was weak at the start, was deemed too annoying and powerful when used against other players. I can't imagine maintained paralyzes having been a PvE problem, except maybe against Cairngorm Stoneblood, the only one I can think of offhand who actually used one, though there IS crowd control resistance gear for that, not to mention the natural benefit of a good amount of Ego.
Also starting to wonder how many PvPers bothered to protect themselves with said control resistance-boosting equipment rather than general defense bonuses, and how effective that resistance really is.
...
I wish crowd control could get a do-over.
EDIT:From the looks of old posts, control resistance bonuses had a very negligible effect. Perhaps a miscalculated formula?
Last night, I spent several hours in the PTS powerhouse, trying to think up something alternative to do instead of my usual control build, but I just couldn't come up with anything I enjoyed nearly as much as that (even if targets tend to die before we finish charging or maintaining for 2 seconds), and it kept eating at my mind 'til I went to bed. I couldn't sleep though, and... well...
Does anyone else miss the way crowd control originally worked? The way things like Binding of Aratron worked immediately, starting off weak but increasing in strength as you continued to maintain it? And more importantly, it was a real crowd control power, not a damage power with a crowd control secondary effect. I like picking control powers specifically for the control aspect... and I might be a bit of a black sheep here, but I oddly like not damaging targets with it for some reason, particularly when I'm helping a random person out in the streets or wilderness. People don't usually like it when you attack their stuff anyway.
It seems like the reason it was adjusted was because the fact that it worked immediately, even if it was weak at the start, was deemed too annoying and powerful when used against other players. I can't imagine maintained paralyzes having been a PvE problem, except maybe against Cairngorm Stoneblood, the only one I can think of offhand who actually used one, though there IS crowd control resistance gear for that, not to mention the natural benefit of a good amount of Ego.
Also starting to wonder how many PvPers bothered to protect themselves with said control resistance-boosting equipment rather than general defense bonuses, and how effective that resistance really is.
...
I wish crowd control could get a do-over.
EDIT:From the looks of old posts, control resistance bonuses had a very negligible effect. Perhaps a miscalculated formula?
generally it seems to be the case. Now i am not a min maxer so im sure some people have made crowd control work(plus pve difficulty here can be low) but it feels like in this game cc is far less useful than just getting an aoe and going to town, a more robust corwd controls system would feel a lot more superheroic and would also make play a lot more varied. it woudl be nice if someone made cc a lot deeper.
Control resistance equipment didn't do anything useful, and the old way holds worked allowed you to chain-hold people forever (and no, that's not an exaggeration; there were BoA setups that were literally impossible to break out of).
What Cryptic should have done is make it so crowd control works differently on different types of adversaries, so lesser adversaries (at a minimum, henchmen and villains) would be easier to hold than players.
Lower enemies already are easier to hold than players.
Not in any way that's relevant. What kills paralyze-type holds in PvE is the requirement of a full charge before they actually do anything, not breakout time.
Comments
What Cryptic should have done is make it so crowd control works differently on different types of adversaries, so lesser adversaries (at a minimum, henchmen and villains) would be easier to hold than players.
Epic Stronghold
Block timing explained
Epic Stronghold
Block timing explained
Epic Stronghold
Block timing explained
Epic Stronghold
Block timing explained
Epic Stronghold
Block timing explained
My super cool CC build and how to use it.
"Heh heh. Heh heh. KICK HIM IN THE NADS! Heh."