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Knockdowns/Knockbacks need to be Nerfed or Removed from PvP

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Comments

  • hibbletonhibbleton Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 33
    edited May 2013
    This.
    That smokescreen HAMSTER is the most ridiculous ability in pvp. Against 1 person fine, but to skill block every enemy player in the area is absolutely game breaking. Your argument is invalid.

    You do know that CWs have a skill that sucks every single enemy into it, and cc's them for longer than Smoke Bomb lasts, right?

    Your argument is beyond invalid.
  • knoteskadknoteskad Member Posts: 0 Arc User
    edited May 2013
    hibbleton wrote: »
    Impossible to Catch only makes us immune to Daze or effects that cause us to "lose control" of our character. It does NOT affect Knockups, Knockdowns, or Knockbacks, where is currently the most prevalent CC in the game (all classes but Rogues have them).

    You can dodge roll out of Smoke Bomb. You can't dodge roll when laying on the ground, followed by being knocked 10+ yards back, and then immediately thrown in the air, due to the fact you can't act even when your character is standing up from such effects.

    Knockdowns and Backs have always been toxic to PvP, due to the simple fact we should have to outskill our opponent, not have a combo that completely negates our opponent's ability to fight back.


    Ok this is how I know you're full of HAMSTER.

    You can't dodge when dazed, thus can't dodge out of smoke bomb.....

    And yes, that cc immunity stops knockbacks.
  • honoraryorangehonoraryorange Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 0 Arc User
    edited May 2013
    hibbleton wrote: »
    You do know that CWs have a skill that sucks every single enemy into it, and cc's them for longer than Smoke Bomb lasts, right?

    Your argument is beyond invalid.

    You mean the one you can dodge out of long after it has been cast? Try again, nooblet.
  • edge1986edge1986 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 647 Bounty Hunter
    edited May 2013
    Guys, OP is either trolling, or doesn't know how to play. A rogue whining about GWF? Lol, let this thread die.
  • ceonnynceonnyn Member Posts: 28 Arc User
    edited May 2013
    This thread is is hilarious. OP is trolling because the only thing that can stop circle of invulnerability cleric spam is someone knocking them out of the circle.

    Also. ROFL at rogues complaining about CC.
  • sanitypandasanitypanda Member Posts: 4
    edited May 2013
    As for me, i just think that instead of a specific mechanic, the concepts "hard CC", "animation locks", and "dodging" can not possibly go well in terms of pvp balance and the game is doomed to be imbalanced in this way.
  • jrelthewise2jrelthewise2 Member Posts: 25 Arc User
    edited May 2013
    hibbleton wrote: »
    Stop acting like it crits for 20k+ when you are >20% health, because it doesn't.

    As a fully geared GWF I have definitely been one-shot by this ability (shocking execution). At full health it has crit me for 24k+ multiple times, and I only have 23k hp.

    That being said, rogues are indeed my easiest kill, and 9 out of 10 times die instantly to a Flourish -> Takedown -> IBS combo. I just sit by my cleric, wait for them to pop, and kill them instantly.

    I've also noticed that GF are the only class that can stunlock me for 10+ seconds and kill me with no actions allowed. I pretty much can't engage one without pre-popping Unstoppable (if available). Team fights are different however, once GFs get flanked and opened up, they go down like all others.

    I wouldn't hold my breath for any pvp balancing what-so-ever though. Best to just get a premade of competent people, set up some strategies and have some fun.
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