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3/10/13 1:11:48 AM#21
Oh for fuck's sake just make it like DAoC on steroids. There is a reason it is the most venerated modern pvp mmo ever. Ahem. Sorry.
As to the question at hand: it all depends on how pvp works mechanically. Any of those things could work or not work within the framework of what MJ and CSE are designing. We basically know nothing at this point. In a vaccum? None of those options appeal to me, but if balanced within the dynamics of a fun rvr system, I would could potentially embrace any of them. Call me crazy, but I think the creators of CU know a wee bit more about making games than we do. Just a little. |
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3/10/13 6:19:09 AM#22
Hell no to pulls. Having enemies pull you into a death trap or gangbang is BS. I can live with a few knockbacks as long as they don't turn RvR into a game of pinball. Leaps are fine.
CU FP#0: The game must be fun. This overrides all the other FPs. Interested in: TESO, Wildstar, CU |
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3/10/13 6:54:05 AM#23
Knock backs - yes others for sure no. Why? Because knock backs would give a good utility for tanks there we missed in daoc. |
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3/10/13 6:58:58 AM#24
Would be interesting from a 'way old skool' point of view. But strictly for nostalgia's sake. Next poll on Crowd Control?
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3/10/13 7:21:24 AM#25
CC is fine as long as there are CC immunities/heavy diminishing returns |
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3/10/13 8:18:14 AM#26
If pulls and knock backs can be left out, it would probably be better. CU might be able to make these mechanics work, but usually when I see them in other games it makes the combat kind of ridiculous in a bad way, like a game of pinball as someone else said. If there are better ways to accomplish what these abillities accomplish, or if those things can just be left out entirely then leave them out. Leaps might be okay but it's impossible to know until we see how the movement feels and what other mechanics are available. |
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3/10/13 11:07:11 AM#27
Has any of these games with leaps, knock backs, pulls have the three forms of cc mezz/snare/root working together?
With mezz snare root you don't need all these other garbage abilities I could live with knockbacks as long as they are 30+ sec cool down and not aoe If they are aoe 200v200 battles are going to look silly imo Ozek - DAOC |
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3/10/13 11:08:40 AM#28
Originally posted by CluckingChicken Couple this with no collision detection and you have an easily exploited "I win" button. I'd be very leery of pulls and punts. I'm fine with a "charge" type ability used exclusively to close distances with melee toons. Emeryc Eightdrakes - Ranger of DragonMyst Keep - Percival RED IS DEAD! |
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3/10/13 12:15:19 PM#29
Knock backs look sooo stupid to me. Especially the AOE version that slayers had in WAR. Stupid.
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3/10/13 8:17:06 PM#30
I do like all 3 because they add a tactical element to the game. In the end it just depends on how common they are and how they are implemented. I would prefer them all to be rare abilities. If every class has them then where is the ability to diferentiate yourself from others. Knockback: I prefer this to a knockdown or stun. A knockdown or stun is simply much to powerful in most situations due to there not really being any mistakes to make. A knockback on the other you, you could knock an enemy to safety. Pulls: for the most part they are far to powerful. A pull should be rare and have drawbacks associated with it such as that if roots you to the ground until the pull ends or if you land the pull on an enemy thats stronger that enemy pulls you instead. This way if you use a pull and miss there should be a 2-3 seconds of you standing still until the animation ends. Also, pulls should always be aimed and not I cast it it automatically hits. Leaps: Usually the softer the class the higher the mobility. This I can deal with. If a class has full plate and can leap 30 feet while dishing decent damage and CC, I call foul. The leap or mobility ability better fit theme and better come at a price. Leaps are dual purpose abilities that allow you to chase or flee which can lead to far to much ease of play.
In all honesty I would rather have all three of these than the standard stun/kd. |
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3/10/13 8:24:30 PM#31
I dont mind any of these as long as they have a good diminishing returns system. I.e. if you get pulled, within the next 10 seconds any other form of CC, whether its a snare, knockback, another pull, etc, has its effectiveness reduced by 50%. If you get hit with a third that one is 90% reduced. Something along those lines. Edit: Also, forgot to mention, these abilities should be on fairly long cooldowns, 60sec or longer each. They should be once per fight type of things, and no class should get more than 1. I.e. if you have knockback, you dont get a snare or a pull or mez. "The surest way to corrupt a youth is to instruct him to hold in higher esteem those who think alike than those who think differently." - Friedrich Nietzsche |
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3/10/13 9:02:46 PM#32
I don't mind, depends who has them
Sword and board tanks or a pure cc specialist fine Nukers no |
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3/10/13 10:16:29 PM#33
If you add leaps(WoW charge/intercept) then you need to add caster escape tools like Blink.. and then you are heading WoW direction. Very fun in small fights absolutely unplayable in large fights. So no, do not add any of those. With knockback you get the ping pong crap, as muhc fun as it is launching people from cliffs it works badly in big fights
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3/11/13 12:37:14 PM#34
I want nothing in this game that is at all reminiscent of SWTOR. Worst "MMO" I've ever played. I put brackets around MMO because it was basically a single player game with some arenas and terrible PVP design thrown in.
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3/11/13 12:43:24 PM#35
The way the CC was distributed and designed in WAR was perfect. although WAR was a fail due to numerous other reason we have to admit their Tank class in pvp was pure Genius.
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@sweetdigs yet you want collision detection. You must have a way to move players if they're blocking you. Just an example of what I said earlier, people want one thing and don't think 2 steps ahead to what else that brings into the game. @Ringside We'll have to agree to disagree because crippling strikes and long range guard were broken mechanics. I don't think loading tanks down with multiple damage reduction abilities is the way to go. The cc on tanks was a bit much, but you could attribute that to the beast of short duration cc as a whole.... long durations with very long immunities just seems to flow better than many different short duration ccs. Anyway, tanks are another story so I won't derail the thread anymore on that ;) |
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3/11/13 2:13:38 PM#37
Tlear
Your caster escape skills are OTHER TANKS. Don't make the game balanced 1vs1, encourage team play. The first way is wow / rift etc.. the second way is daoc / planetside etc.. |
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3/11/13 2:16:37 PM#38
Originally posted by Odaman Collision detection was in games long before SWTOR. Yes, I want collision detection. I do not want any of the PVP gameplay aspects of SWTOR - it was terribly designed and became a stun/freeze/root fest where CC ruled the day and everbody spend 50% of the battle CC'd in some way. |
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3/11/13 3:01:04 PM#39
Originally posted by meddyck QFT. I don't mind knockdowns, short duration shield stuns, or even knockbacks... but pulls weren't terribly fun.
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3/11/13 3:56:48 PM#40
- Knockdowns should be fine, if properly balanced and appropriate immunity. - Pulls are a no in my book. Never liked them. - Leaps can be good if implemented properly, but I am reluctant to seeing them in-game. Not a definite no though. |
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