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Something worries me about your main 6 skills not having cooldowns.. (with fullweaponsetting, you will have 12 of them in your build)
I will put 6 ranged crowdcontroll skills in there and use a bow to pew pew my controlled ennemies... Just wondering how they will prevent people from overusing these skills in PvP, while allowing them for full effect in PvE..
Another worry of mine, is that they will ruin CC builds by making most bosses CC immune, which is a designfaile to start with... The game needs a good sytem that reduces effects on bosses but does not negate them..
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
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Then balance the pve content to the skills.
The right way round to do it. As opposed to your wow style approach of tack the pvp on later then face a constant circle of nerfs and buffs.
They have said (as recent as their latest AuA), that everyone gets a CC break that costs quite a lot of stamina that also gives you immunity to cc for 8 seconds, ontop of that theres an extra CC break/immunity for heavy armor and a CC removal as part of the PvP tree's:
"How is crowd control going to be applied in massive PvPs (ie: how often am I going to get pulled/knocked down/staggered/rooted/knocked away)? Are there any crowd control immunities? – By Dara Ghorban
Coordinating crowd control and immunities certainly is a big part of the strategy in massive PvP battles. There are many different types of crowd control (including all the ones you mention), as well as a variety of ways to cope with them. Here are some examples, in no particular order:
What if you have to change the skils in pvp? Then you have to rebalance the PVE mobs.
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Please reread...
I didn´t propose anything, i only asked a question.
Next to that... both ways are wrong... PvP and PvE ballancing need to happen at the same moment in the core of the game.. none of both needs to be an aftertought--
And as seen in the usefull answer below, thats exactly what they are doing... ant CC skills that cost a lot of Stamina. We will just have to see how this play out... ballance is a thin line that easilly breaks as usuall, to much anto CC in PvP and it breaks it too turning the game in a mindless DPS feast.
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
Actions will use stamina (or mana) - that will be the constraint, not cooldowns. Use up your stamina and you will be very vulnerable to enemies. I think they said there wont be autoattacks.
And the other poster was correct, balance the game for PvP and then for PvE you can balance the mobs. Very hard to balance for PvP as an afterthought, especially since PvP plays such an important role in the endgame..
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Actually its really easy and don't understand why new developers don't do it.
So you know how in a lot of games you can get bonus damage to a type of enemy? Well instead of making players a random enemy they can have players labeled as players and change anything about PvP with out even touching PvE by only altering abilities and effects done to Players.
I don't know why developers don't do this, they already do this for monster types yet they simply fail to do this in most MMOs with PvP.
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All abilities cost something, that is the balancing factor. See ESO is a resource based game, the only attacks that don't cost anything are the default weapon attacks linked to the right and left mouse buttons. Resources act as the cooldown. No more magicka, not more spells can be cast. No more stamina and you can't dodge, break CC, block damage, sprint or stealth.
From what I've seen of the leaked videos, stamina and magicka regen slowly in combat without buff, if you waste a spell...you just wasted a big chunk of resource.