See:
I stand by that. If you don’t fix things that make it unfun for people, many aren’t going to play it. Currently, this results in longer queue times in RSS. Therefore, enjoy your long queue times
See:
I stand by that. If you don’t fix things that make it unfun for people, many aren’t going to play it. Currently, this results in longer queue times in RSS. Therefore, enjoy your long queue times
I just want there to be more counterplay to CC. For example, cyclone should NEVER have been completely immune. Also spammable, should have a cd close to talented Hex. Hex in general should be the model for CCs, with its semi-longer cd and target’s ability to still move. SW: Death is a great counterplay and stuff like that should be more accessible, like druid’s shift for poly.
Also, I’d want there to be one less CC category. Combine Disorient into something probably.
I stand by that. If you don’t fix things that make it unfun for people, many aren’t going to play it. Currently, this results in longer queue times in RSS. Therefore, enjoy your long queue times
i really appreciate you proving my point
you take care now
You too!
I just want there to be more counterplay to CC.
bubba you play an rshaman which has access to grounding totem and the shortest CD kick in the game
cyclone is a separate conversation, but when it comes to CC counterplay you have arguably the best kit
thread is so diluted with “your idea is trash” that i don’t even know what his idea is anymore
I play all healers but that’s true and probably one of my main reasons for maining Rsham right now haha.
But even with Rsham’s kit, I can easily sit in 12 seconds or more of straight CC. So kinda telling it’s excessive, isn’t it?
The way they approached CC was wrong imo. They don’t need to reduce EVERYTHING. The micro CC is still just as bad even after the changes. Some CC probably needs to be removed but that may feel bad for the classes they do it too, but oh well I guess if they want the game to feel better. But longer CC like fear, poly should feel meaningful.
I have also seen DR changes mentioned by some of the better players. The one I have seen the most is DR should be Full > Half > Immune.
So kinda telling it’s excessive, isn’t it?
depends on a variety of things
what are your partners doing? what did you trinket? why did you trinket? could you have kicked the CC? what was your positioning like? etc
i understand some classes/comps can control a healer for a long time, but it’s literally always been like that and it’s actually been much worse
the issue with this thread is two mediocre healers provided nothing other than “nerf CC through combining more DRs, reduce CC chains to 8 seconds max, or give a flat immunity to all CC after getting hit with 3 in a row” which are all miserably bad ideas because they don’t actually address anything that’s wrong, they overnerf CC that isn’t actually an issue, and said healers couldn’t understand that slapping any of those changes into the game right now would actually make it so much worse because melee could just PvE with zero push back
and while not understanding that last bit, they couldn’t be bothered or wouldn’t be bothered to provide any suggestions to mitigate that potential fallout
it’s literally just been “i’m not good at dealing with CC, please nerf it so I can PvE heal, i don’t really care how the rest of the game is affected”
which are all miserably bad ideas because they don’t actually address anything that’s wrong
having no fun because you’re sitting cc for 10 years since you’re not a r1 healer is what’s trying to be addressed
and i’m happy to hear real suggestions on how to fix that issue that aren’t “nerf CC into the ground” without providing any follow up when additional concerns are brought up given sitting CC isn’t a healer exclusive thing
not a r1 healer
You don’t have to be rank 1 to be smart about using your trinket tho.
Mate, there isn’t a healer alive who doesn’t sit in alot of CC. It’s part of the game. Yes, there’s ways to sit in less, that’s good. That lowers the ceiling, but the floor is still pretty high.
I wasn’t asking to PvE heal. I was asking for more counterplay to CC. That would be fun.
i understand some classes/comps can control a healer for a long time, but it’s literally always been like that and it’s actually been much worse
Just because something has always been, doesn’t mean it has to stay that way.
the issue with this thread is two mediocre healers provided nothing other than “nerf CC through combining more DRs, reduce CC chains to 8 seconds max, or give a flat immunity to all CC after getting hit with 3 in a row” which are all miserably bad ideas because they don’t actually address anything that’s wrong
I was fairly non-specific with my suggestions. Wasn’t that what you were nagging me about? My lack of ideas for solutions? I think they should evaluate CC and CC chains and how it impacts healers in PvP. Forcing a healer to not play is unfun. I believe it to be a contributing factor as to why there is such a healer shortage (possibly not the only reason, but an important one none-the-less).
they overnerf CC that isn’t actually an issue, and said healers couldn’t understand that slapping any of those changes into the game right now would actually make it so much worse because melee could just PvE with zero push back
I specifically stated, multiple times, there would need to be other adjustments to the game in some way. Don’t be spreading misinformation.
and while not understanding that last bit, they couldn’t be bothered or wouldn’t be bothered to provide any suggestions to mitigate that potential fallout
it’s literally just been “i’m not good at dealing with CC, please nerf it so I can PvE heal, i don’t really care how the rest of the game is affected”
Man that little bit really upset you?
It has nothing with being “Good at dealing with CC” and everything to do with it being super unfun with sitting CC chains. Skill isn’t the only issue. Even the best players (aka mystical -one of the best MW Monks) have to deal with annoying and awful CC chains.
I wasn’t asking to PvE heal. I was asking for more counterplay to CC. That would be fun.
i know friend, i wasn’t talking about you in that response
counterplay would be a good rabbit hole to go down for real suggestions because i agree, grounding/death/shifting are great counterplay tools
straight up nerfing CC is not a good starting point, though
grounding/death/shifting
Don’t forget war banner!
1 cc break every 2 minutes, while sufficient in breaking out in time to burn a cooldown save, doesn’t really do anything to change how long you sit cc. CC chains actually feel worse now compared to s1 since a decent chunk went unchanged in duration when they removed gladiator’s distinction. Any that were lowered were simply counteracted by the removal.
Obvious solution is to cut back on the number of actual CC abilities in the game but that would make the PvErs angy.
The other option inevitably leads to dampening hecc.
Impasse reached.
(Alternatively put more counterplay spells in the game)
straight up nerfing CC is not a good starting point, though
I’d be okay with trying to 100%-50%-0% DR idea just to see how it plays out.
idk, i only really do solo shuffle and every round already goes to 50%+ damp and then evoker literally can’t keep up anymore