
Not having a inner immunity makes it so that there is less variety of builds, everyone that wants to kill has to have as many cc's as possible while everyone that wants to survive has to have cc breaks or stability, limiting the builds any class can have. Yes, i was speaking of 1v4, but that also happens in 1v1.


Melee skills and weapon with short range would be very useless in that situation, if you would fight anybody that combine ranged weapon or skills and have a lot of movement skills or access to mitigate combat (stealth, invulnerability or pet/illusion/summon).

It also would introduce another problem where a single player would have a very hard to time to keep another mobile player in one place to have enough range to even hit target (with teleport, stealth that remove target and need to be re-target and with leap, dodge etc). There is a target cap on most skills including AoE skills that does CC (most skill with CC doesn't do much damage on their own and need other skills for doing damage). Your suggestion to have a short immunity have already been tried and it wont help if you get attacked by several players at once as it would still add up (or be chained), if a group coordinate their attack on a single player as a target. There is also two type of CC: soft CC from conditions and hard CC like stun, daze (interrupt skill usage and put skills on a short cool down) and movement type of hard CC (where character also will be moved or have animation that force player out of control until it have ended or a stun break have been used) knockdown, knockback, pull, launch, float (in air or water), sink (in water force down movement), fear and taunt are both hard and soft CC. My suggestion is that an inner cooldown to be added to avoid those cc chains, 1 to 2s of immunity is more than enough, just to give the player a change to survive the onslaught.Īre you talking about sPVP or WvW? Skills and effects work different depending on which game mode you are talking about here even for Crowd Control effects.

An enemy player that is caught in one of these chains is 100% dead, no matter how many cc breaks, shadowsteps, heals, stability they have. Its absurd how players rely so much on stun chains in PvP.
