How would people feel about removing the extra cc added in DF while also un nerfing cc duration.
For example hunters would lose scatter and intim and trap would go back to full duration, I would happily accept this trade off personally.
Another example could be Shockwave and Stormbolt share a choice node but go back to full durations again or rogue loses gouge again but with cc back to full duration can sap out of blind again.
Thoughts? Am I just being nostalgic or do others think what we have no feel bad too?
Also, do something about fear threshold. Fear being a stun off of stun dr ain’t it.
Anything that causes a stun is on its own DR.
Anything that causes your characters to be silenced is on its own DR.
Anything that causes your character to be rooted is on its own DR.
Should also be anything that causes you to lose control of your character (not a stun) is also on its own DR. (Fear, incaps, polys, clones, etc should all be on one DR together)
I’m not asking or even looking at messing with cc drs. There some minor things that could be tweaked but this post isn’t about that and I heavily disagree with your ideas. If you want to talk about that please make your own thread and I’ll comment on it.
I think it’s worth a shot; they pruned cc so much while adding/leaving so many forms of cc available. I think this feeds that micro cc annoyance. Do this it backs off on micro cc, gives meaning back to more iconic ccs. Also, less total cc in the game helps new players not triple dr everything and just overall less annoyance for them. Good idea covington
I think CC bloat is one of the main contributors to player activity bottoming out. I think new or casual players struggle with the overwhelming amount of required game knowledge and interactions to push past certain rating bottlenecks. Less is more. Make CC matter rather than allowing it to be just dogpiled on a target.
Nope. Just team compositions would be less restrictive because you don’t create teams based off of stacking optimal DRs anymore.
The more I think about this the more non-stun loss of control should all be on the same DR.
Look at where all the CC nodes are. Some are baked into the class itself. For every class, for every spec, you would have to prune, re organize, and change entire classes just for the sake of pvp? Not gonna happen.
Yes. They would become significantly more restrictive because you would just pick whatever had the best instant cc and burst profile. Doesnt matter what color the class is, you’d just shadowlands 1-2-3 rmp. Instant stun stuff and kill a guy. Unless you’re planning on also redistributing and rebalancing every single classes damage/survivability also.
The proposed change would have FAR more implications and balance problems than anything we have now.
I like it. CC should be used to either set up or peel. The current iteration of send CC including micro CC to put healers behind to get CDs is bad design. Imagine classes like mage right now where a team dumbs every CC, micro CC, grip, triple DRd CC to stop them feels just as bad.
The game currently for a lot of comps is “play not to lose” rather than “play to win”
Swiftmoo really doing his best to derail and ruin this thread.
I’m surprised Blizzard even added all of this extra cc/shortened cc cooldowns considering one of the main complains from new pvp players and casters was all the micro cc. They even added special trinkets in SL to try and help with that along with precog in DF then took 2 steps back and just made it worse with the new talent system and their answer was to leave all of that in but just shorted the duration which doesn’t really help with those complaints.
I think there are two sides to this, though. You could go back to bfa and mages just sheep 3x for 8/4/2 seconds and CC “matters”. It also matters a lot more, though, when time to kill is fast enough that you can win for getting a sheep. I also think that fast TTK are overall better and healthier for the game, but extremely frustrating for new players, even when they benefit from it.
I also want to point out that a lot of micro cc is not a stun or a traditional loss of control (grips, knock backs etc) and would still happen despite the OP’s proposed changes.
CC seems to be really important to high end players.
They love it and don’t want anything changed.
But for lower end/average players they want to press buttons and have fun. They don’t care if it’s PvE to win they don’t like not playing their character.
Id resub to retail. I was casually playing DF when i could before the changes. Seasonal balancing and patches affecting cc duration, like orc rele, i can deal with. But just hard caps on xyz cc while ignoring issues like cross-class Dance or, blast wave, or DB is just mental to me.
I still think a good change for warrior would be removing double time and putting stormbolt on a choice node with classic intercept (3s Stun+Charge) 20s CD vs 30s or whatever.
Either you get a ranged stun or you are the ranged stun.
Removing charges of Step, or removing step from the shared class tree. Similar changes to every class. Basically i want what you said but more. Mobility gutted across the board.
Well I guess my sentiment is not met. I guess I would have fun either way. I just really like pvp and arenas in general. Sounds like most people want less CC more just big cc and mongo. I can get down with that I guess.
yeah but its still micro CC. For example, a stun, grip, and knock, will all still happen with OPs changes. Not saying I will triple knockback lol but good point through.