Blizzard Blue Nakatoir weighs in on Crowd Control in PvP


Written by: (Twitter @oliviadgrace - ) | November 9, 2012 2:47 pm

Blizzard Blue Nakatoir weighs in on Crowd Control in PvP
20 Comments

Blizzard Blue Nakatoir has been weighing in on an issue dear to many PvPers this week. In response to an EU forum thread about a perceived excess of CC in PvP, Ghostcrawler’s Dev Watercooler dealt briefly with CC in PvP, saying that while Warriors would be losing some of their silence and interrupt capability via the removal of Glyph of Gag Order, Blizzard’s team remain largely happy about the state of PvP. It is important to note, however, that they are keeping an eye on it, so let the devs know if your opinion differs.

Nakatoir rightly asserts that the Mists changes to dispels mean that more thoughtful dispelling is important. In the face of large amounts of instant-cast CC an 8-second dispel cooldown is difficult to say the least. But Nakatoir makes a good point when saying the following:

You have to take a step back and understand that the meta game has changed, bring new strategies to the table and evolve the style of play. You do not have to be set in your ways and never change, I am hoping to see even more new styles of play and strategies appearing in the future and am excited to start seeing players using those more…

Many players are complaining about the state of CC in PvP, and it seems that some arena matches are intensely frustrating, while others are just fine. In my not-inconsiderable PvP experience, the ones where your own team comes out and immediately takes the upper hand are the easier ones for CC, while the ones where you’re forced onto the defensive are the harder. This lends weight to what Nakatoir is saying about ways to break the CC chains: retaliation. Team-mates are there to help, and if you’re in an arena team where there’s no co-operation you’ve lost before you’ve begun.

What do you think? Is there too much CC in PvP?


  • http://www.facebook.com/people/Stephen-Robert-Woodhouse/720201353 Stephen Robert Woodhouse

    Yes

  • Joshin

    omg yes. If your a caster it’s even worse because, Fear, Stun, “Silence”, Cyclone, Silence, Stun, Fear…yea…
     

    • http://pulse.yahoo.com/_F6AZP42EYWGF5ZRW7FRIRNFDG4 Johnny Bravo

      My fiancee used to play her Arena team & was always good (she admits not great) and even she has admitted the now long dispel ability with more CC’s has ruined pvp. She plays as a healer and before MOP she was content because the quick dispels could and were a perfect equalizer. Now It’s like Blizzard forgot what the word equal means. Oh well blizzard is a lot like every big game company. You have the idiots in development running the rest of the worker sweat shop below them. Thanks Ghost Crawler for not thinking outside that sweatshop box.

  • Joshin

    bah, double post. muh bad

  • http://twitter.com/SilverTaurusPL SilverTaurus

    Every class have some kind of interrupt if not silence… why not disarm ?

  • Demi_God

    Short answer is yes.

    The long answer is that PVP CC has always been a problem in wow.  Historically the wow dev team tended to introduce CC as flavor to a particular class and then balanced the ability toward PVE content and not PVP.  This of course created fundamental challenges when it came to balancing pvp.

    • HartsHope

       the correct answer is NO.

      CC brings a complexity to PVP that is interesting and fun and enriches an otherwise boring health/mana bar tug of war between damage and healing. Good PVPers love and welcome CC. bad ones mainly cry.

      watch any eSport match of WoW arena and notice its the use of CC that the commentators most talk about… CC cooldowns are the climax and important turning points of matches.

      now imagine the narration of WoW Arenas with little CC… “Player X is taking damage!!, WOW Bob, that health bar is really going down! But wait!! the health bar is going up! Thats right, Ted! heals are making it go up! Wow, this is just thrilling match, Bob, look at that damage, numbers numbers numbers! And now in a stunning turn of events – Player Y is adding numbers to the Player X’s bar! incredible action, look at those health bars seesaw up and down! And now the enemy is using a cooldown and BIGGER NUMBERS are happening to the health bar! o m g! what action!!

      CC is the spice of PVP. its the wildcard. spice is good.

      • Demi_God

         Spoken like a true elitist. 

        “If you don’t like something that I like, it’s because you’re bad, and not because the game mechanic in question couldn’t be implemented better.”

        Since, I am seemingly not allowed answer the question posed in the most basic of fashions without inspiring the ire of an internet twat like yourself, allow me to be more to the point.

        Good PVPers don’t play wow.  Players that love playing WoW, and love to play PVP become “good wow pvp players”.  Maybe within the spirit of that kind of competition you have found success.  

        New competition and better competition is playing other games where the meta game is not defined by Crowd Control cooldowns.

      • Deathstar2x

        Nobody is saying there should be no crowd control— it’s just too much crowd control. Also, crowd control effects that last 8 seconds, lolwhat? On top of that, there are too many types of crowd control that have different diminishing returns to keep track of.

        MOBAs, which is all about the PVP, rarely have crowd controls that last that long with 8 types of crowd control to keep track of. In fact, the narrator still has to be on his/her toes with this “boring health/mana bar tug of war.”

        1.5 sec. stun (15 sec. CD) > 5 sec. stun (1m CD)

      • http://www.facebook.com/people/Jeffrey-Leonard/100000320121794 Jeffrey Leonard

        I personally dont have a problem with some CC where i find a problem is when i go in as a resto shaman and a 2 dps team can keep me shut down and kill me from start of attack to dead there is a problem. warrior teams can keep me silenced and kill me without even a chance to heal. While im all for CC there definitely needs to be a limit when CC becomes GG.

        “CC is the spice of PVP. its the wildcard. spice is good.” its only really a wild card if you dont have a hand slap full of wild cards.

      • http://pulse.yahoo.com/_BDH3GO4BMSXPSNLU3NSSD5BAGU Samuel

        Your comment is valid IF CC is the spice and not the whole damn meal.  What you seem to be oblivious of is, atm, CC is the whole GD meal.

      • http://pulse.yahoo.com/_BDH3GO4BMSXPSNLU3NSSD5BAGU Samuel

        Oh and btw, I use the skills currently given my class.  I use CC a LOT right now.  TOO much, and that is the problem.  Its a boring fucking match when you can sink 350k damage into a player with 390k health before they even have the opportunity to react.  I’m not crying because I’m losing, dude.  People are crying because its boring and frustrating.  Dial back the CC fanboyness a bit and don’t just assume that because someone believes CC is out of control atm, they’re crying because theyre losing.

  • http://twitter.com/dularr Dularr

    No.  I’m playing a resto druid, frost mage and affic lock.  More CC please.

  • http://pulse.yahoo.com/_JD5RIAPTFFZFIF3DCNYVVG7NIQ Kyle Bohannon

    “i like spending large chunks of time not controlling my character” said no mmo pvper ever…

  • http://www.facebook.com/shaunschroederr Shaun Schroeder

    definitely yes

  • http://twitter.com/Nathiest Nathiest

    I believe that if a melee person gets in rage to actually hit one of those CC masters like Mages and Rogues that they should be able to obliterate them.  Fair is fair.

    • http://twitter.com/dularr Dularr

      Huh, it’s that the point of CC.  Prevent melee from getting close?

  • dani

    Hellz yeah theres too much CC! Had the most anoying arena match the other day. We were against a warlock and a druid. 70% of my time i spend either succubus rainbow thingy, or cycloned. And those 2 spells dont share dimishing return, so when i couldent get cyclone chained anymore i could got rainbow chained. After rainbow chain i had like 3-5 seconds before cyclone DR was off cd again.

  • C.J. Myles

    It’s pretty basic. When a battle is won and lost based on the CC (and in some cases, the type of CC) it gets really frustrating. Instead of the diminishing returns, which just makes people get more creative with their CC, they should do like WAR online, and have a period in which a character is immune to any CC for a certain amount of time based on the amount of time they were under the CC.

    Ex. Rooted for 6 seconds > Immune to CC for 16 seconds (which gives you 10 seconds immunity after leaving CC, but not making you susceptible to more CC while rooted).This should have been implemented from the moment Arenas became a competitive eSport. Too many teams have been winning based on their CC setup, forcing opponents to choose which CC they don’t want to be under and popping their trinkets. Before 2v2 was removed, I ran a War/Rogue combo where I would let the Warrior charge and use Intimidating Shout, then when they popped trinket I would begin my stun lock. Then the Warrior would go Berserker, then charge, and the player pretty much never moved after that.

    People that can remove CC without trinkets (Mages, Paladins, Priests [sorta]) and those with varying types of CC (Rogues, Ret Paladins, Warriors) will have an advantage as long as CC is the most influential component to a battle.

  • http://twitter.com/minticedtea sean mcgann

    they need to somehow work (and make it work) the resolve system from SWTOR PvP

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