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Knockback Spam And A Case For Diminishing Returns


Cleesus
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I was going to save the discussion on Diminishing returns until I got around to eventually posting a big pvp feedback thread I wrote over a week ago but I decided yolo lets do part of it tonight.

 

Im going to give a quick definition of diminishing returns and an example just in case someone isnt aware of what it is.

 

 

"Diminishing returns means that for every one more input, output increases at a decreasing rate."  - Yahoo Answers 2008(Why yes i did reference Yahoo answers lol) 

 

"This is a system that limits how many times CC(Crowd control ie knockdowns, stuns,slows) can be applied to a player and to what degree in a limited amount of time.

 

Example: Player gets knocked down, first knockdown lasts for 1 second. If they get knocked downed again the 2nd knockdown lasts .5 seconds. If they get knocked down again within a short amount of time the 3rd  will last .25 seconds or none at all. " - Clinton 2014 a week and one day ago

 

This brings me to the video and weapon that lead me to post abobut this tonight

 

http://youtu.be/oXcztj3EDoM

 

 

The weapon in the video is the Glaxion, you can get its status chance to 99% coupled with blast damage = stunlock

 

While its possible to do so with other weapons the Glaxion also slows you effectively making it easy to use that weapon to knockback and slow a person until they are dead or to slow and knock back and finish with melee/power/secondary.

 

 

The knockback spec glaxion is just one example of one the major issues with pvp which is the lack of any protect from being stunlocked/knocked downed/cc'ed to death. This would help with cc from all sources.

 

I believe some sort of DR system would help to solve this problem because as of right now pvp is mostly who can CC each other to death by any means necessary.

 

Not sure if everyone would agree with me so feel free to tell me why I may be wrong.

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Keep proc-chance the same, but im all for a PvP-Wide diminishing return for ALL FORMS of Crowd Control

 

To include, Elemental Abilities

 

But JUST for Status-Effect-CC, bleed procs remain as is, as do Magnetic Procs. Vauban is not effected, nor is Chaos.

 

But Volt's shock would take a hit (as would overload). Ember, Saryn, Frost, would also take a hit from this as well.

 

 

EDITED

Edited by ensignvidiot
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Keep proc-chance the same, but im all for a PvP-Wide diminishing return for ALL FORMS of Crowd Control

 

To include, Elemental Abilities

 

But JUST for Status-Effect-CC, bleed procs remain as is, as do Magnetic Procs. Vauban is not effected, nor is Chaos.

 

But Volt's shock would take a hit (as would overload). Ember, Saryn, Frost, would also take a hit from this as well.

 

 

EDITED

Yea I meant for DR to be for all CC not just weapons

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I wouldn't say it is 100% the gun. I think your aiming was BANG ON - which is what makes this look very overpowered.

 

You are a very good PvPer and see you on the battlefield.

 

Red 

Thank you, the gun was just a demonstration of why we need DR or some system to counter CC i dont think its that op it just made it easy for me to show how crazy CC is  int his game.

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