How to fix pvp get rid of cc chains

The problem with PvP is CC. It doesn’t matter what class you or your friends want to play, or how high your skill is…you are forced into “better” comps based on not sharing CC DR. Right now it’s not hard to CC someone for 20+ seconds straight.

The fix: make all CC share DR. This will make pvp more skillful and not based off the perfect comp.

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My boy, the game has the least CC it’s ever had and more CC share DR than ever in the past.

MoP would have ended you

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The problem for PvP for me right now is ques (can’t face same team more than once per hour) and nothing really dies outside of 1shots/unhealable dmg

Most healers burst heal too much so it’s hard to rot anything

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Man, stop being lazy and think before you press that post button. You’re not answering “how can we fix PvP”, you’re answering “how can I personally have more fun and play with more of my friends in PvP”.

Also don’t even get me started on how @ss backwards it is to think removing cc will make the game more skillful.

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This has been something brought up a lot and I can touch up on specifics of this tomorrow, but a general thing many players don’t understand is the less CC that exists the more frustrating CC becomes. This is because CCs are actually useful in preventing other CCs, peeling, or also setting up. When you limit CC, the only CCs that can exist are ones that are very low risk and almost guarenteed to hit, preventing any counterplay on them.

CC does need to exist otherwise PvP just becomes group PvE with everyone spamming damage and having no way to stop each other or set up kills. But remember, a rule of thumb when it comes to CC is less is more. The less CC that exists, the worse it feels.

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not trying to flame but generally lower rated players are more frustrated when dealing with cc because they don’t know how to deal with it properly. Like Dilly said if the game does not have a healthy amount of CC then we are all just sitting in the middle of the arena shooting fireballs and smacking eachother until something dies. Knowing when to CC and predicting when your enemy wants to CC you is one of the highest skill caps of arena and always has been.

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You’re right that more CC shares DR than ever, however you’re wrong in that the game has less CC than its ever had.

Every Class in the game has a stun now, that wasn’t the case back in vanilla…

They need to get back to some classes having stuns and some not. When they give everything to every class, it detracts from what makes a class special.

In Vanilla, Rogues were stun locking machines but didn’t do the burst of say an AP/PM Pyro Mage.

They need to make classes have strengths and weaknesses again, rather than every class can stun, heal, etc.

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We bringing up Vanilla?

Back when Trinkets removed only specific CC and Sap lasted 1 min?

Back when players had 6k hp and ambush alone did a 3rd of your life? AP/PoM was prob the highest burst sequence available to players outside of Windfury proccing off itself.

Regardless I was getting at less overall CC with less CC categories and CC being simplified in general.

Like AoE stuns all having a caveat like cap’s cook timer, leg sweep being a 1 min cd small ae radius, shadowfury having a cast time and lasting only 3s.

Speaking of locks they went from having howl of terror, coil, fear (8s) to no howl, coil being a talent, fear lasting only 6s and costing 10% mana.

Mages having no stun whatsoever

Scatter going from its own sole DR to sharing a DR with trap (this is kinda lol)

Cyclone being dispellable and sharing DRs

Etc

But I do agree classes still feel homogenized

I’ve always seen pvp as who can rotate cc in order to force the most amount of cds out of someone before the other team in order to land a kill

I feel like if you take cc out of this equation it turns into who can do more raw dps until one team runs out of cds and dies

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And this is what we call a melee cleave.

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I agree. They need to buff aff locks instant dot dmg and make UA stacks more punishing. I wish they would remove the cd on haunt, make it do more dmg, and have it used as a soul shard spender once again.

As for healing, I think its fine as of now (maybe a few outliers that need to get tuned down). If some classes (like Aff locks, WWs, frost/arc mages etc…) that require reasonable ability buffs are buffed accordingly, I’m sure arenas will feel much more fluid.

CCs are the only skill based part of pvp tho

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I’m not sure that there is less cc that seems false. Can someone logically explain this to me?

It would be better however, if that cc chain weren’t able to be utilized every 10 seconds.

There’s simply less CC abilities in the game, and specs have less CC than they did. For example Mages no longer have deep freeze. And Assassination Rogues no longer have gouge.

There are diminishing returns which prevent that from happening.

In cata as an MM hunter I had silencing shot, scatter sho, freezing shot, monkey stun on different DRs. Cyclone and Fear were also seperate DRs. MM hunters also had readiness, which reset all abilities. Pet swapping (through dismiss pet or abandoning pets) would reset pet CDs if we summoned the same type of pet. So you could do this for say a DRd monkey stun.

Let’s take a possible CC chain from just me alone in Cata.

I could silencing shot>scatter shot>monkey stun>freezing trap. If I wanted I could readiness. Then half trap off my trap, into a DRd scatter, into a DRd silence. If I wanted to be fancy I could have dismissed my monkey at some point, and throw in a half monkey stun. Now throw in feral instant cyclones, and even fear all of which were on different DRs.

Many classes could actually perform very similar long CC chains, and set up CC independently.

Compare this to now, realistically I can just trap, and once a minute intimidation stun into trap. Cyclone and Fear are on the same DR category too.

Overall there is just way less CC than ever before, I can assure you. But those CCs also had to become more fire and forget as a result, because while in Cata I could land that huge CC chain it could also be prevented. Still, factor in scatter shot>silence which was 7 seconds and trap being 8 and all of those available every 30 seconds vs now just one trap every 30 seconds for 8 seconds.

I can do stuff like this for WoTLK or MoP too if necessary or other specs/classes at that time if needed :slight_smile:

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In terms of pvp I’d have to rate BC as the funnest experience I’ve had, followed by MOP, then wotlk. Nvm, mists of petaria most classes just popped a few cooldowns and stormed you with little minions. I don’t miss that at all lol.

If the game was more balanced I would be ok with less CC. But I would just auto quit if i knew uh dks and warriors would just auto-roll me.

Literally the opposite of what we need. Lower healing and damage, make classes unique again.

Another thing to add to this Dilly is not only could a lot of that CC be prevented, even when the healer is CC’d for that time, a lot of the incoming damage could be prevented through peels/kiting and positioning. The thing that frustrates me most about the current game is how guaranteed the damage is, it’s so difficult to avoid damage without the use of a CD compared to Wrath/Cata.

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