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Ive seen a lot of post regarding how people feel regarding perma stealth or CD but not one really asking how much CC people are looking for. There are many types of CC out there such as hard CC in stuns/mezz and soft CC in roots/snares. I feel the game should have both however mine more concerned with the duration’s people are looking for.
My view on CC are as follows ( CC : Min-Max Durations)
Stuns/knockdowns: 1-5 secs
Roots: 10 - 15 secs max, (Reason: Root is a very strong ability if used on the right target, if used right you can take a MDPS out of most of any fight)
Snares: 10 -15 again
Mezz: 8-12 secs ( I know if the good ole days of daoc you could be mezzed for over 45sec if purge was down, which pretty much meant your team was dead)
Knockbacks(if any) should be no more than 6 ft, none of this 30 feet into the air crap.
Again these are just my views, and I am willing to charge them if you can back up your idea why you disagree.
Comments
i didnt mind the CC from DAoC at all, partly due to the fact that the "rythm" or "speed" of the battles kinda fitted with it.
and if i compare to WAR when i was pulled, pushed, kicked around 40 feet away and such, i totally hated it. let me be mezzed for 45 seconds, i still prefer that than to feel like a damn soccer ball.
Plus, imo, CC a la DAoC suits more mmorpgs than CC a la WAR.
but then again, i wont argue with anyone at all, its a matter of opinion.
Bowbow (kob hunter) Infecto (kob cave shammy) and Thurka (troll warrior) on Merlin/Midgard DAoC
Thurka on WAR
Well that was your mistake for staying bunched up. Once players learned to spread aoe CC became less effective.
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in our guild we used to also determine who would use purge at 1st, depending on who is mezzing you or how many there were, it wasnt necessary for everyone to purge, we could save our asses more often that way too.
Bowbow (kob hunter) Infecto (kob cave shammy) and Thurka (troll warrior) on Merlin/Midgard DAoC
Thurka on WAR
It would seem its been awhile since you've played daoc,
The sorc aoe mezz range was 1875 with a radius of 400, making it very easy to mezz a whole group. In fact I believe they had the longest ranged mezz and besides back in the day everyone just /stick or /followed they lead so they didnt lost speed buff.
It would seem its been awhile since you've played daoc,
Sorcs don't even start with a mezz nowadays. Yes it is THAT ineffective. They start with kiting and keep their mezz for the right moment in mid-fight. If a sorc tries to mezz first he will get insta mezzed by the bard/healer, nearsighted, and the assist train will be on her ass from the first second.
Only baddies/lowbies wipe from a good first mezz anyway.
If you go back an read my most I stated a solo sorc, and all that toa stuff is way after my time. So you are right that it has been awhile. Its good to see that something have changed tho.
Wait so you're telling me you lost in an 8v1 against a solo sorc?
I don't care as long as we don't see nuking classes with there own stun.
The duration of mez should be long IMO. I understand how it is frusterating to get mezed for so long but I felt this was one of the key components to allowing the FEW to have a chance at the ZERG.
For example, (Especially in Thidranki) it felt so rewarding to run around with a tightly knit group of 2-4 people, and be able to severely damage or even take out the whole zerg.
The whole group seemed to take the roll as it's own "kiting unit".
Through series of mezzes, roots and peeling by stuns it was possible to win as the underdog. Sooo rewarding and fun!
People don't realize that short duration CC = low skill cap = boring PvP.
We need long duration single target and AOE CC (high cast time 2.5-3sec - easily interruptable) with active CC-breaking skills (with cooldowns) which would give a lot of room for error (when to CC? should I break out of that CC or wait it out? etc.) If there is a demezz it should have a long cooldown as well IMO.
IF it has CC like WAR then I want no part of it....Nothing sucked mroe than literally being CCd almost the entire battleground at higher tiers......If there is too much CC then it takes out melee fighters almost completely.
To be true, mezz in daoc have a max time of 70sec without resistance.
It uses to stay 20-30sec max when you have group resist and a proper spellcraft (less with RA)
For a RvR game you need at least a 15-20sec duration AoE mezz, or the zerg will always win mindlessly.
Concerning the roots, if they're breakable, they could be very long. 30-40sec max looks good to me.
5sec stuns is fine.
I completely agree with you on concept of High Mezz, even higher root and low stun timers.
These times seem just about perfect. any faster, I feel things would become less "unified' within the group.
IMHO CC should last as long as it lasted in Molvik.
At lvl 50 stuns were a bit too long. I made template with 25% duration on my eld and I was able to take down RR12 clerics when I was rr3 only by stunning them when their purge was down. I could make 4-5 cast inwhile.
I even once used gtaoe solo in front of me then i unstealhed 3 stealhers. I mezzed them all. One of them used purge. I used stun on him. I hit that guy 2 times. Second guy purged. I stunned the second guy. I ended first guy. Third guy used purge. I stunned third guy. Ended second guy and then the last one... Really isn't it oped?
I think stuns should last 5-7s MAX. 9-11s is just overpowered.
Mezzes in Molvik were also long enough. I think that game was the most balanced in Molvik.
Well but don't make mezzes be too short or again zergs will be too easy to play.
In DAOC CC lasts too long on most toons but not long enough on pure melee.
What I'd like to see in CU is mezz and root that is about 20 seconds long max. Have abilities to break all forms of CC on realm mates like the Cure Mezz spells in DAOC. This could be given to pure melees and to any classes that are primary CC classes.
An ability like Purge should be given to all toons at creation. You shouldn't have to spend points to buy it. It should have a fairly short cooldown like 2 or 5 minutes.
Immunity timers should last longer so you aren't getting CCed every other minute -- at least 2 minutes for mezz and root immunity. CC that you are immune too should not interrupt you either or at most it should act as a small casting speed debuff not a hard interrupt.
Stuns should last 5 seconds or less.
I'd be open to having a very short global CC immunity timer of about 3-5 seconds. This would mean you could not be, for instance, mezzed then immediately stunned. You would have a few seconds after the mezz broke to cast a self-heal or other ability to improve your chances.
I am fine with there being short distance knockbacks and short duration silences and nearsights (range debuffs).
DAOC Live (inactive): R11 Cleric R11 Druid R11 Minstrel R9 Eldritch R6 Sorc R6 Scout R6 Healer