Cleesus Posted September 22, 2014 Share Posted September 22, 2014 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. Link to comment Share on other sites More sharing options...
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