Crowd control should not be based on RNG

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Post by JustVine on 2021-08-10 10:11:01

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I wasn't planning on responding further in this thread but since you are here and shared some reasonable perspective as usual I will respond.

I feel it will absolutely get used. 'Lose a turn' would have to be rediculosly low odds for people to not use it, the skill shot will probably just make it unpopular at lower skill levels, while still dominating the meta at higher skill levels. Even with a long cooldown (which I fully support them having if they are going to have stun.) In any meaningful form of pvp it is free buckets of damage due to Ashes high time to kill.

I doubt adding a skillshot to the hard cc will address the problems of hard cc in the same way rng doesn't. Skillshots generally have about the same accuracy if not better in champion fighters for example as the generally designed rng odds for stun (50 worse 70ish best). And even if it is, the frequency is probably closer to what the rng odds would be, it's just with the 'chance' of it being 100% Here is why:

Think about who gets hard cc traditionally. Fighters, Tanks, Ranger, Mage (and summoner by nature of their job usually gets a summon with it but let's exclude them given how little we know of their intended design)

Two front liners who can negate movement abilities in some way, by either closing distance or pulling back. Two backliners who have big burst damage and no reason to not just open with stun into big burst damage.

Now by nature when you make a high cooldown skill, as a game designer you need the player to still have meaningful odds in an encounter, because it isnt fun to be maimed waiting for a key ability right? So they still need a strong kit without stun. You can't really lock a ranger's or mage's burst damage behind one skill either. Usually they have multiple. So the stun is probably not going to come at the cost of their ability to delete. The skill shot for these classes is almost assuredly easy for them with a bit of practice.

Fighters and Tanks otoh have slightly less high burst damage right? But because they have strong stickiness, and the ability to pull you back/pounce your movement ability if you mash out after the timer, you now not only have half your health missing, but just 'wasted' your movement ability and are rapidly dying. If you stay there, your still at a strong health disadvantage and in a team scenario, probably deleteable. I would argue the skill shot might be slightly harder in this scenario due to the sharper angles in melee, but.... 'shield bash' for example, by nature is usually quick to animate. Same with hamstring etc. Your 'small hit box' idea is a reasonable hope, but I am unsure Ashes is going in the 'small hit box' direction. If they add hard cc it's definitely worth yelling at them about it if the hit boxes are 'normal' I think.




Post by truelyyy on 2021-08-10 10:15:56

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Post by JustVine on 2021-08-10 10:23:00

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I've only seen this work in fighting game strategy level champion fighters. Ashes is neither a champion fighter nor do people seem to want this to be fighting game level design balance (after all we are talking about ashes having hard cc here which in itself negates two layers of fighting game style strategy.) Name a mmo this solution has ever made stun not a stagnating/build restricting factor in the meta or not a free win.

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Post by JustVine on 2021-08-10 10:39:20

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https://en-forum.guildwars2.com/topic/70706-stun-meta-needs-to-go/ Uhm.....

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Post by JustVine on 2021-08-10 10:48:01

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Np mate. Thanks for the let.

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Post by JustVine on 2021-08-10 10:56:45

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It stagnates meta and restricts build choices. It is the number one leading cause for it. That's all I have argued in this thread. There are proposed solutions for alternatives to one button hard cc in @Dreoh stun thread.

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