Just a few questions/ comments.
Do knockdowns in pvp count as CC? As in should I expect any resistance to them from tenacity or racial traits?
Personally I don't seem to notice any difference since they introduced tenacity.
Also, would it be too much to introduce a buff against CC where you can't be controlled continuously? Something like a few second immunity after being controlled before it can happen again. If you can't get away or healed up in that time you're still screwed but at least you have a fighting chance.
I understand that CC is part of pvp and needs to be there, but not having a chance to get off any attacks or heals during an entire fight is rediculous IMO.
Everyone likes to win, of course. But people also want to have fun win or lose, and spending entire fights on your back because GWF/GF take turns knocking you down is pretty far from fun.
Anything that forcibly restricts your movement is CC. Prone restricts your movement. Prone is CC.
Tenacity was supposed to increase your resistance to being CC'd and reduce prone durations. As you can probably tell, Tenacity wasn't the home-run solution for PvP that Cryptic had hoped it would be.
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degraafinationMember, Neverwinter Beta UsersPosts: 0Arc User
It could just be that Dwarves are specifically resistant only to those forms of CC while halflings are resistant to all forms of CC.
GFs have powers and feats that are modified by whether or not the target is affected by the GF's control powers. I haven't looked at my GF's power sheet lately, but I'm only aware of GFs having knock-prones.
Prone powers and even chain prone lock combos are a playstyle, mainly seen on GFs and IV sentinels/ GWFs. Right now, with tenacity, it's a lot more easy to "miss" the chain prone timing. Just needs a small delay, and your target will be up on his feet and dodging.
Roar+takedown+IBS
FS+takedown+IBS
exc...
it's quite obvious that stuns/ prones are quite important for melee classes that spend most of the time being hit and chasing a stealthed/ ranged/ dodging opponent. So when they eventually catch it, it's payback time through a fast prone combo (talking about balanced fights vs HRs/ TRs. We already know CWs and DCs are quite powerless right now when it comes to kiting a fighter).
The problem is when there are 3-4 fighters stacked in a single PvP Group. There, you see the pack, if well coordinated, focusing 1 enemy at a time, leaving no room to fight back, not even to a tank.
The problem would be solved with a limiter to the amount of players from a single class being in the same Group.
The queue system already tries to mix classes, and usually it results in balanced groups. Most of the times a Group has stacked tanks and specific classes/ builds combined together, it's a premade formed specifically to smash pugs.
You can already read in LFG chat people looking for specific classes and specific GS for PvP.
Also, forcing people to queue alone for PUG PvP could be another way to solve the issue.
It's counted as CC and is affected by CC resistance as far as I can remember. It's hard to notice the difference in its duration reduction because the base recovery time for a Prone is 0.6 seconds and Tenacity reduces that amount for roughly 20% if you have a Profound Set, and Diminishing Returns for Tenacity starts kicking in at around 900 if I recall correctly. Reduce 20% from 0.6 seconds and we get somewhere around 0.5 seconds. Sorry if I'm wrong though, I'm terrible at math. But it's basically a small amount so it's definitely not noticeable.
Only GF's have certain feats that allow them to increase this amount even further, and GWF's can also do the same if they spec for Iron Vanguard. Most GWF's however do not have the luxury of being able to take that feat because they need Deep Gash, while the feat Reinforced Surge is in T2 Instigator. The other possible way to improve Prone Duration will be the WIS bonus. But who would want to spec for WIS in PVP.
But anyway, bottom line is, Prone is tagged as a CC so rest assured your Tenacity is reducing its duration albeit it being unnoticeable!
Same goes for multiple CWs and HRs vs a melee class. I have been CC'd to death by two CWs before. CWs and HRs can also snipe me from the bridge and pillars above mid on both maps. Ever tried to fight an enemy tank and have one or more ranged classes control you from above? No fun trying to take on a GWF or GF when you are being rooted/frozen/suspended from above.
So yes, once I get my hands on that CW or HR I'm throwing it around like a rag doll.
PSA: You don't need to grind Spinward Rise for your Elemental artifact main hand if you have some AD lying around. You can craft it via the Tyranny of Dragon's campaign screen.
Same goes for multiple CWs and HRs vs a melee class. I have been CC'd to death by two CWs before. CWs and HRs can also snipe me from the bridge and pillars above mid on both maps. Ever tried to fight an enemy tank and have one or more ranged classes control you from above? No fun trying to take on a GWF or GF when you are being rooted/frozen/suspended from above.
So yes, once I get my hands on that CW or HR I'm throwing it around like a rag doll.
Funny story, I've killed ranged guys shooting from pillars by jumping and TR them repeatedly..you can even manage to pull off an encounter if you are quick
Row, row, row your boat, Gently down the stream.
Merrily, merrily, merrily, merrily, Life is but a dream.
Just a few questions/ comments.
Also, would it be too much to introduce a buff against CC where you can't be controlled continuously?
Other games use Diminishing Returns on CCs. So the timer is shorter every time a CC is used on you till you're immune and the immunity lasts for a while after which you can be CC-ed again.
Funny story, I've killed ranged guys shooting from pillars by jumping and TR them repeatedly..you can even manage to pull off an encounter if you are quick
Oh yes, I know I can hit them when they are up there with Lunging Strike, I've even managed to ''teleport'' onto a pillar once by using it, but when I'm trying to fend off a GWF/GF/TR on the node, I simply cannot ignore them and try and hit the sniper. Turning my back on a GWF/GF/TR = prone/Bilethorn ticks.
PSA: You don't need to grind Spinward Rise for your Elemental artifact main hand if you have some AD lying around. You can craft it via the Tyranny of Dragon's campaign screen.
still don't understand why there is no diminishing return on cc
I think because it is intregal to defence for some classes. If a Gf, for instance tossed a couple knockdowns at a rogue, and then the rogue went after the CW, it would be ugly for the cw if none of his abilities worked.
still don't understand why there is no diminishing return on cc
Because it's not needed?
I think a lot of problems people have with PvP class balance comes down to perception. I'll explain what I mean:
I've played A LOT of continuous PvP in the last week (I turned 60 about 6 days ago, and I have bought all the duellist epic gear and my Tier 2 Epic PvP weapon with a spare 8-9k glory banked up, but no seals left - figure out the math on that one).
A lot of what people think is wrong with PvP comes down to just playing an odd match here and there. I've certainly been in positions where I will have a streak of matches that will convince me that "so and so class is over powered" only for me to come back later and smash the hell out of that class consistently a few hours later. Part of it is my own learning curve, but also part of it is a heap of random factors that I can't account for - gear, the person playing the class, if my team is pulling their own weight, sometimes I think sun-spots and gremlins, who knows?
Anyway, when you play a sum greater than 20 matches in a row you start to realize that most victories come down to a lot of situational factors. Gear is a huge deciding factor and that's just the nature of these kinds of games, so you accept it (and it gives you something to aim for, so it's not all bad), but there's no class that has a "fool proof" strategy.
I've had guys that are infuriatingly good with their dodges (and my ping time down in Australia doesn't help matters...) and then I've had guys that are obviously just trying to do a daily and that's their entire PvP experience and I smack them around like a stuffed monkey.
I'm convinced that most people who come to the forums to gripe have just had a few bad experiences (maybe even in a row, I know I've had that happen to me several times). It happens. You have to do A LOT of PvP I think and be... well, let's say not a "high strung" individual to be able to dispassionately look at this part of the game and when you do (as have most people I see that are insane regular PvP players like me do) come away with a feeling that "Yeah, it's not perfect - but it's pretty darn good. Now if we could only get some decent 20v20 PvP maps"
Comments
Tenacity was supposed to increase your resistance to being CC'd and reduce prone durations. As you can probably tell, Tenacity wasn't the home-run solution for PvP that Cryptic had hoped it would be.
Halfings have CC resistance.
Dwarves have Knockback/down resistance.
Different things, I guess?
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GFs have powers and feats that are modified by whether or not the target is affected by the GF's control powers. I haven't looked at my GF's power sheet lately, but I'm only aware of GFs having knock-prones.
Roar+takedown+IBS
FS+takedown+IBS
exc...
it's quite obvious that stuns/ prones are quite important for melee classes that spend most of the time being hit and chasing a stealthed/ ranged/ dodging opponent. So when they eventually catch it, it's payback time through a fast prone combo (talking about balanced fights vs HRs/ TRs. We already know CWs and DCs are quite powerless right now when it comes to kiting a fighter).
The problem is when there are 3-4 fighters stacked in a single PvP Group. There, you see the pack, if well coordinated, focusing 1 enemy at a time, leaving no room to fight back, not even to a tank.
The problem would be solved with a limiter to the amount of players from a single class being in the same Group.
The queue system already tries to mix classes, and usually it results in balanced groups. Most of the times a Group has stacked tanks and specific classes/ builds combined together, it's a premade formed specifically to smash pugs.
You can already read in LFG chat people looking for specific classes and specific GS for PvP.
Also, forcing people to queue alone for PUG PvP could be another way to solve the issue.
Only GF's have certain feats that allow them to increase this amount even further, and GWF's can also do the same if they spec for Iron Vanguard. Most GWF's however do not have the luxury of being able to take that feat because they need Deep Gash, while the feat Reinforced Surge is in T2 Instigator. The other possible way to improve Prone Duration will be the WIS bonus. But who would want to spec for WIS in PVP.
But anyway, bottom line is, Prone is tagged as a CC so rest assured your Tenacity is reducing its duration albeit it being unnoticeable!
So yes, once I get my hands on that CW or HR I'm throwing it around like a rag doll.
Funny story, I've killed ranged guys shooting from pillars by jumping and TR them repeatedly..you can even manage to pull off an encounter if you are quick
Merrily, merrily, merrily, merrily, Life is but a dream.
Other games use Diminishing Returns on CCs. So the timer is shorter every time a CC is used on you till you're immune and the immunity lasts for a while after which you can be CC-ed again.
Oh yes, I know I can hit them when they are up there with Lunging Strike, I've even managed to ''teleport'' onto a pillar once by using it, but when I'm trying to fend off a GWF/GF/TR on the node, I simply cannot ignore them and try and hit the sniper. Turning my back on a GWF/GF/TR = prone/Bilethorn ticks.
Because it's not needed?
I think a lot of problems people have with PvP class balance comes down to perception. I'll explain what I mean:
I've played A LOT of continuous PvP in the last week (I turned 60 about 6 days ago, and I have bought all the duellist epic gear and my Tier 2 Epic PvP weapon with a spare 8-9k glory banked up, but no seals left - figure out the math on that one).
A lot of what people think is wrong with PvP comes down to just playing an odd match here and there. I've certainly been in positions where I will have a streak of matches that will convince me that "so and so class is over powered" only for me to come back later and smash the hell out of that class consistently a few hours later. Part of it is my own learning curve, but also part of it is a heap of random factors that I can't account for - gear, the person playing the class, if my team is pulling their own weight, sometimes I think sun-spots and gremlins, who knows?
Anyway, when you play a sum greater than 20 matches in a row you start to realize that most victories come down to a lot of situational factors. Gear is a huge deciding factor and that's just the nature of these kinds of games, so you accept it (and it gives you something to aim for, so it's not all bad), but there's no class that has a "fool proof" strategy.
I've had guys that are infuriatingly good with their dodges (and my ping time down in Australia doesn't help matters...) and then I've had guys that are obviously just trying to do a daily and that's their entire PvP experience and I smack them around like a stuffed monkey.
I'm convinced that most people who come to the forums to gripe have just had a few bad experiences (maybe even in a row, I know I've had that happen to me several times). It happens. You have to do A LOT of PvP I think and be... well, let's say not a "high strung" individual to be able to dispassionately look at this part of the game and when you do (as have most people I see that are insane regular PvP players like me do) come away with a feeling that "Yeah, it's not perfect - but it's pretty darn good. Now if we could only get some decent 20v20 PvP maps"