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Thread: #1 Problem in PVP: CC/anti-CC talents were not adjusted when DR's were added

  1. #1
    Banned overbyte's Avatar
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    Thumbs up #1 Problem in PVP: CC/anti-CC talents were not adjusted when DR's were added

    All,

    Many CC and anti-CC abilities were introduced to Rift for the purposes of creating a strategic PVP gameplay environment.

    With the release of, what many people believe, to be an overly simplistic and overly harsh, set of diminishing return rules, Trion neglected to rework the abundance of CC talents that exist in all the souls.

    This, as it turns out, works out incredibly well for melee classes and horribly for caster classes.

    Having played a mage and warrior, I can state that most mage specs have 2 CC abilities they can use to keep melee at bay.
    Chloro/Dom: squirrel, stun
    Pyro/Dom: squirrel, 2 stuns
    Chloro/Lock: Fear, Snare, 1s stun
    Necro/Lock: Fear
    etc.

    Warriors, on the other hand, have 1-2 gap closing abilities, as well as multiple anti-CC abilities.
    Take parachamp, for example. Ignoring 'break free'
    2 charges
    1 anti-stun
    1 sprint

    With diminishing returns in place the way it is now, the "CC war" is clearly won by the parachamp, and this is true for nearly every melee PVP spec.

    These abilities need to be re-evaluated in a world of diminishing returns.

  2. #2
    Telaran
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    Quote Originally Posted by overbyte View Post
    All,

    Many CC and anti-CC abilities were introduced to Rift for the purposes of creating a strategic PVP gameplay environment.

    With the release of, what many people believe, to be an overly simplistic and overly harsh, set of diminishing return rules, Trion neglected to rework the abundance of CC talents that exist in all the souls.

    This, as it turns out, works out incredibly well for melee classes and horribly for caster classes.

    Having played a mage and warrior, I can state that most mage specs have 2 CC abilities they can use to keep melee at bay.
    Chloro/Dom: squirrel, stun
    Pyro/Dom: squirrel, 2 stuns
    Chloro/Lock: Fear, Snare, 1s stun
    Necro/Lock: Fear
    etc.

    Warriors, on the other hand, have 1-2 gap closing abilities, as well as multiple anti-CC abilities.
    Take parachamp, for example. Ignoring 'break free'
    2 charges
    1 anti-stun
    1 sprint

    With diminishing returns in place the way it is now, the "CC war" is clearly won by the parachamp, and this is true for nearly every melee PVP spec.

    These abilities need to be re-evaluated in a world of diminishing returns.
    Agree with you on very little of this post

    Yes something needs to be done but not in favour of mages.

    Your argument is based entirely on one combination of warrior souls and because not everyone rolls that spec this is where you fall down.

    Warriors rely heavily on their stuns, slows and snares and since most of these have been made redundant it makes life unbearable for those that do not roll the para/champ build. Since Trion made a total mess up by lumping to many different types of CC together under the one heading a lot of warrior talents may as well stay in their ability book for all the good they do. IMMUNE IMMUNE IMMUNE.

  3. #3
    Telaran dymm's Avatar
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    Not surprised when haven't seen the rogues in that list

    Wars/Mages group kill any other team during single control chain

    Too much mass CC here
    Last edited by dymm; 08-07-2011 at 07:02 AM.

  4. #4
    Ascendant VirusDancer's Avatar
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    If one steps back from the sad reality of it all and looks instead at the possible goal Trion had, it makes more sense.

    Warrior - needs to be on the target.
    Mage - needs the Warrior not to be on the target (lol, as the Mage is the target).

    The Warrior should have an equal chance to be on the Mage as the Mage has to keep the Warrior off of the Mage. Then you take things into account such as Warrior instant attacks/burst and Mage cast times, etc, etc.

    The "skilled" Warrior should have to time getting on target, doing damage, etc.
    The "skilled" Mage should have to time keeping the Warrior off of them, doing damage, etc.

    See? The concept is beautiful...

    ...er, but what we've had in the game has been back and forth /rollface between the two.

    In time, perhaps Trion will reach toward that concept... given the way they're dumbing things down, making it easier though, this is highly unlikely...and I find that unfortunate.
    Kincayd (1)* - Omeki (1) - Comma (2) - Bugeisha (2) - Malphesiel (3)
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  5. #5
    Shield of Telara Bloodless's Avatar
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    this thread needs to be read by the devs.
    My Guide on how to use a controller to play Rift. Here
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