Tree of Savior Forum

Crowd Control needs to be changed (Freezing, stunning, etc...)

Just a question, are these disabled in pvp?

Yes they are disabled in PvP.

Pretty sure GW2 and BnS you can.

Also, I really like BnS’s system

It should just be massively nerfed in duration and then fully apply to bosses. It’s not just OP in PvP but ridiculously op. You get binding procced on you for 7-15 seconds from some classes and your just going to die (avg match is like 30-40 seconds lol)

you must know classes that have much cc skills such so bad at PvE. And this game up to team PvP, not 1v1

Yes, they end up bad in PvE, part of the issue we’re trying to fix.

And yes I know pvp is not 1v1. This is based off KR PvP which is 3v3/5v5 and it’s still broken. There are literally teams of 3 or 5 psychokino/cryo etc and there is absolutely no way to win unless you are the same class and spam your CC faster. It is currently very broken.

In a larger environment, it wouldn’t be any less broken. Just more people to permanently CC.

IMC wants this game to be soloable and there are plenty quest bosses to fight against. I don’t think quest bosses should be immune at all since this gimps some classes far too much.

But instanced dungeon bosses and world bosses on the other hand, should have partially immunity like some sugestions we heard (taking X CC skills to actually CC the boss or a period of immunity after the first CC).

In PvP, I hope IMC looks at each skill individually, instead of just cutting all durations by half or something.
Some skills have too long duration while also having low cooldown, however there are some which are already balanced in this sense.

Dimishing returns are needed too, to prevent killer locks. If you want to take someone away from the fight, use Sleep or Stop on them and ignore them for the time being.
But idk how I feel about it if the dimishing becomes universal. I mean, the point of getting some classes is for their CCs, so maybe IMC could make CC categories, and the dimishing only happens inside the same category. (like freeze and stun being the same catgory, but a different one from slow and snare)

What does this mean? SPR decreases CC duration / increases chances to resist CC?
Never heard of it before. :C

I’m not really sure how CC works at all, specially stuns and things like that but from what I’ve experienced on friendly pvp, I can easily win against swordie classes unless they stun me to death, which started happening to me as I fought people on the 120 lvl range.

Some archer class had a ridiculous CC (sleeping i think it was) which was stupidly strong tho, they either need a nerf or give the other classes some sort of resistance via items, attribute or gears imo

i think it’s scout Flu Flu. It cause fear and chaos

Diminishing returns on PvP, that’s all this game needs in terms of CC. Bosses shouldn’t be disabled. End of discussion.

I don’t even know what wizardish classes have to complain. They already deal extra damage due to having different elements embedded on their spells, plus don’t have any damage penalty on their weapons.

Just stop.

lol

do you even wiz :expressionless:

this game doesn’t want me to make money :frowning:

Yes, elements are so much better than weapons, after all you can readily swap your main skills when they are dealing half their damage, but not the weapon you are using!

And I honestly don’t understand your point that CCs shouldn’t work on bosses, is anyone even saying that they should be used as they are and without penalties?

BnS is a perfect example, to CC Bosses you need to apply the same kind of CC twice in the boss, but there are very few classes that can use the same CC twice, be it because of animation time or skills available, this makes keeping the Boss CCed extremely fun since you need awareness of your team and a good reaction time for their actions too. A lot better than just spamming your skills and avoiding the obvious AoE (or failing to avoid it since it falls randomly and losing more than half of your HP each hit).

The GW2 system would probably be the better choice for this game tho, it would also make CC-dependent classes more viable and make the people fighting the field boss work together for something instead of only competing to get people killed, do more damage and get the loot.

Regarding PvP, it’s ridiculous, sleep and freeze are just stuns with a different animation, make so that someone wakes up after being hit if they are sleeping, make so that mashing the movement buttons break the freeze, I don’t really see the logic about diminishing returns in PvP, but having a way to deal with some CCs, some status/equips to resist them and having full resistance for a couple secs between CCs would already make the situation a lot better imo. They also shouldn’t be so long in a PvP environment.

Yet again, people come demanding they put whatever feature they liked in previous games in this NEW one.

CCing bosses in this game would only make them more retarded to beat. Because there is no difficulty in the bosses available so far.

I think you don’t know what the world demand means, but sure, saying things that work on other games and explaining why they work and how they might be a good way to deal with this issue here is totally making demands.

And to someone that claims to have played and lot of betas and mmos to have so little foresight is amusing at least, yes, as you have clearly played up to 200 and found every boss in this game laughable and clearly never died to any of them, not even field bosses or dungeon bosses that kill your FPS with beams, I’m sure that up to 600 we will have no challenging bosses either.

I’m also sure that if they put some mechanic to be able to CC bosses they can’t work with the concept of harder to avoid skills where the party needs to be ready to CC and stun/freeze/sleep a boss to avoid it, completely impossible, I mean, CC in bosses will just dumb down the game and not make party play more dynamic and make every boss that is just a pile of meat with two attacks easier.

Amazing arguments yours was, I’ve been throughly defeated.

Melee characters have ā€˜elements’ built into their skills too. Thrust deals Pierce damage and Bash deals Slash type, no matter the weapon used.

But this is nothing like elemental damage… lol

I’m sorry?

Some enemies take +50% damage from Slash attacks, some other enemies take -50% damage from Slash attacks.

Some enemies take +50% damage from Fire attacks, some other enemies take -50% damage from Fire attacks.

Explain to me the difference.

http://www.tosbase.com/game/elements/

http://wiki.tosbase.com/wiki/Damage_Type

Enough?