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Can someone explain CC?


6 posts in this topic

Posted (edited)

Not trying to make this a QQ post, or get your precious CC nerfed more, but I've never seen so much CC in an MMO.  This is from a Ranger's perspective, so no block or iframes.  So help me understand.

 

If CC was nerfed, why do I still get locked down for an entire fight in GvG?

*EX: It doesn't matter if I'm at 60% resist or not, there are still times where I'm stunned / knocked down forever, or until dead.  Oh and the never ending slow makes for amazing combat as well.

 

Does the supposed 'immunity' timer take effect once you get hit or after the CC wears off?

*EX: It takes a ranger for damn ever to get up, so if it applies right when you're hit, the immunity has already worn off, haha.

 

Does the supposed 'immunity' timer only apply for each type of CC?  Stun / Slow / Knockdown / etc, all seperate

*EX: Usually when I'm knocked down and finally get up, I move slow as molasses, or I'm already stunned and can't move again.

 

Does each individual character start fresh when they apply CC to you?

EX: Jim Bob pops me with a knockdown, just to get knocked down by Buford Blue, when I get up.

 

Edited by Mindstate

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Posted (edited)

Problem is CC immunity timer starts ticking when spell is casted and it doesn't take into account duration of CC.

So if someone casts CC that lasts 4 sec on you, and immunity timer expires in 4 sec, GG you get to be CC chained.

 

Some things in this game are just stupidly coded.

 

EDIT: yes if that person has 6 sec CD on his CC he can not chain it, for if another person has his CC available he can cast it on you, so you are still CC locked until you die. It's how it works.

That's why some classes (like zerkers) can chain different CC spells on you and keep you locked, and immunity timer is worthless due to above flaw in coding logic (CC immunity timer starts ticking as soon as spell is casted, and it expires during same time while CC lasts on you, effectively making it worthless).

Edited by Gothix
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Posted (edited)

If CC was nerfed, why do I still get locked down for an entire fight in GvG?

CC immunity is a 4/5 second timer that activates when you are hit by a knockdown (where you go back and down), float, stun, knockback (aka a push), freeze, bounce (where you go straight down). The only CCs not affected by the timer is stiffness (aka  rigidity), and grab.

Does the supposed 'immunity' timer take effect once you get hit or after the CC wears off?

When you get hit.

Does the supposed 'immunity' timer only apply for each type of CC?  Stun / Slow / Knockdown / etc, all seperate

As long as the timer has activated, you cannot be cced by the type that started the timer. Other cc are still applied.

Does each individual character start fresh when they apply CC to you?

 The timer for the cc of that type can only start after the previous iteration has finished. There are separate timers for each cc. They are independent of who applied the cc.

 

You have three flavours of cc appliers.

Type 1: You have classes like tamer and giant which can chain the non immunity ccs to lockdown targets at the expense of having to continually attack in melee range. These are the least risky (for example the chance of four grabs vs 1 stun, especially since they can be attempted in coordination with other player's cc), but does the least damage as the skills that keep up the chain are not as damaging. This type is used by tamers and giants especially.

Type 2: Other classes use longer ccs (such as 5 or 6 second knockdowns) to do a long disable and kill during that burst (or leave the areas, as a lot of these really long ccs have some range to them).  This is the most risky (1 chance for a long cc on long cooldown), but usually results in the targets death as you can go all out while the target is cced. Sorcs, rangers, wiz/witches use this a lot.

Type: 3 All classes can just chain a lot of different types of ccs, edging their bets on one of them not being resisted, but this is based in rotations. Medium risk, as resists give opportunities for counterattacks and coordinating with allies is harder than type 1, as well as medium damage. Everyone uses these.

For all of these positioning is the general solution. If you get caught by type 2 you will just usually just die. If you get caught by type 1 then just pot during the time and hope they dont have allies. Type 3 allows for more counterattack

All of these rely on allies helping you out. If you can have an ally peel type 1 is no problem. You can be healed through type 2. And type 3 can be peeled or healed through.

Edited by Kentigem
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Posted

Appreciate it guys!

I'm not sure why anyone is crying about the nerf.  Unless you only focus on 1v1 and you're only trying to use the same CC type.

In GvG, it appears to still be out of control unless you have dedicated peelers.

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Posted

CC is POWAA

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Posted

People confuse stiffness and stun.  Stiffness a ministun that does not trigger CC immunity.  Berserker stomp falls into that category as does the wizard AoE that hits you with chained ministuns.  So, if you are taking stiffness hits from multiple sources it feels like you are just being permaCCd.

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