don;t go crazy on cc plz

Post » Sun Jan 26, 2014 12:42 am

Plz do not turn this game into ccccccc...I don't play wow no more because of sitting in cc for long periods of time not being able to control my charcter...I hear a 5 sec silence coming to this game...plz don't make cc longer then 4sec..and we should be able to least use one def ability and something else in silence...I understand no offence being used in silence..but not being able to control character for long periods of time specially back to back will turn me away from this game quick...

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james tait
 
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Post » Sat Jan 25, 2014 9:30 pm

At least they can not turn you into an sheep.

That always made me look stupid in WOW,

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LijLuva
 
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Post » Sun Jan 26, 2014 12:45 am

They have "fear" in Skyrim, so I think it will be in ESO as well. Saadia was paralyzed for very long time :P

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naomi
 
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Post » Sun Jan 26, 2014 3:19 am

Racial effects to, at least on lower levels Khajiit will chase balls of yarn and Nords get confused by curved sword.

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Genocidal Cry
 
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Post » Sun Jan 26, 2014 8:00 am

You can also use stamina to break out of CC effects.
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Lyd
 
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Post » Sat Jan 25, 2014 9:22 pm


I think CC are great. Yeah.. Sometimes they can be too much, but in wow, they had diminishing returns to help deal with that issue. In ESO, CC abilities won't be on cooldown and can be used as long as you have the appropriate resources to use then, however, I heard that the ability that breaks CCs will also make you immune to CCs for a short period if time. If that's the case, That's pretty decent.
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Tracy Byworth
 
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Post » Sun Jan 26, 2014 8:00 am

That is the keyword: Diminishing returns. It all depends how ESO will handle this mechanic. CC is fine and needed in good PvP fights, as avoiding CC is a huge tactical component, or breaking (in the right moment) the CC - so timing and resource management, also about having a good build (so with CC-breakers in it).

The question is only: What about CC-chains? So, as mentioned: How will ESO handle diminishing returns.

For all of you that don't know what we are talking about: Diminishing returns is something out of economics, more specific from production processing.

For MMOs you can read here, for instance. http://www.wowwiki.com/Diminishing_returns

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Alex Blacke
 
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Post » Sat Jan 25, 2014 5:36 pm


Personally, I don't think they will need diminishing returns. In wow, breaking out of a CC would only break you free of that CC and another CC could be applied immediately after, Hence why diminishing returns had to be implemented. In ESO, as far as I understand, breaking out of CC will make you immune to CCs for a short period of time. Depending how long this is, it may be good enough that diminishing returns are not required. Something like 8 seconds of immunity would be pretty good.
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Brittany Abner
 
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Post » Sun Jan 26, 2014 2:48 am

True, if this is the case (I don't know), than no DR mechanic is needed, as CC-chains would not be possible. Thats a design desicion they have to take (or already took I guess). I'm not sure if I would prefere a system with DR or not, as CC synergy adds one more tactical component to PvP - but that's more needed in small group PvP, in large scale PvP this fine mechanics are irrelevant, nobody cares (and sees) this in 50v50 fight.

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Music Show
 
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Post » Sun Jan 26, 2014 2:05 am

I has been said by devs a year ago that anyone can break of any CC at any time ... at expense of stamina. Breaking CC this way would also make player immune to CC effects for a short time. Its a tactical decision if player wants to endure the CC or will burn stamina to shake it off

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Rhysa Hughes
 
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Post » Sun Jan 26, 2014 4:22 am

No worries, this game doesn't have 30 keybinds

Just because it has tactical sense doesn't mean it's also fun overall. No one wants their character to be disabled for 20 seconds or sit in endless stuns while some guy stabs them in the back.

WoW pvp -> Spectator mode engaged.

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Megan Stabler
 
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Post » Sun Jan 26, 2014 8:38 am

For the one stabbing it can be a lot of fun, so you have to see both sides.

And nobody needs to stay 20sec in CC, if that is the case, the build and our team-synergy (to stick to WoW) was just selected very bad. I've played plenty of arena games on high rating, and only if I did a mystake (or my teammates) I was too long in a CC-chain, so in most of the time the player is the problem, not the enemy or the mechanic (that's just an excuse.

Rageborn, it's just the question, how long this immunity will last. And it's not sooo tactical, because in longer fights stamina anyway will be gone, so the decision is done by the system. In dynmaic fights nobody will "wait" within a CC, as a good placed CC normally leads to the end of the fight (that's why you use this disabling mechanic, it's not for spamming it). The tactic is to burn enemies stamina and if this is done place the CC, or what do you think?

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Cartoon
 
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Post » Sat Jan 25, 2014 5:52 pm

This ^^^^^ Most important reply in this thread ^^^^^^ Stamina is your friend when it comes to breaking CC in this game everyone can do it..:)

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Laura Cartwright
 
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Post » Sun Jan 26, 2014 5:35 am

I completely and utterly disagree!

CC allows smaller teams to beat a larger zergs if they play well (ie not break the ccs applied), without cc this is pretty much impossible which means that the most important factor in any battle becomes numbers rather then skill and coordination.

And if you think wow had too much cc you are mistaken, daoc (hailed by many to be the best pvp game to date) had 9 second stuns, 2 minute sleeps, 2minute roots, 2 minute diseases (reduced movement speed and healing received).

The difference is that you had no diminishing returns but a immunity (cc time *2 I think was the formula) which is the much better and more skillful system

and you had counters to every cc (sorcerer could "unsleep", healer could heal the disease etc).

Daoc wasnt viewed as among the best despite having that much cc but because of it.

Anyway by the looks of it there is more then enough cc for my taste and you really have to think about purging and thereby losing your offensive and defensive power or staying ccd :wink:

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Andrea Pratt
 
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Post » Sun Jan 26, 2014 9:10 am

Ran with a pretty clutch Pac Healer in my Daoc days, good times, Mid Merlin for life.

I imagine theirs plenty of room for small intimate groups to take down large mindless zergs, call it a hunch.

Not to mention a return of the stealth wars which was also an awesome Daoc feature.

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Manny(BAKE)
 
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