Originally Posted by UbiNoty Go to original post
You're adding your own spin to what kwea said. Whenever you are outnumbered he wants you to run because you deserve to lose if you don't. That's his idea of balance. Whether he is aware of it or not, Kwea wants skill removed from the game. His whole "always run if outnumbered" logic removes conflict from dominion. It would just be people running around back capping and avoiding each other all game.Originally Posted by CaptainPwnet Go to original post
If you look at games that have an abundance of CC (and PvP obviously) you'll notice that most of them implement a system to reduce CC effectiveness when used by multiple people. Usually it's diminished returns, sometimes it's x seconds of CC immunity, sometimes it's something else. Regardless of the solution it's pretty common for PvP games, most of which are far more competitive and better designed than For Honor, to implement something to stop stunlock bs. Now I understand you like your ability to cheese someone to death, I'm sure a lot of people do, but fact is game history has shown us that CC in team games needs controlling from time to time. The OP's suggestion is a good way to address this without nerfing CC in general use.Originally Posted by kweassa1917 Go to original post
There's also the other issue that you seem to ignore, revenge Vs specific classes. A centurion has a far easier time dealing with revenge than most other classes, that's a legitimate balance concern. If one character could never escape gbs it would be an obvious issue, this is essentially the same.
And I ignored the rest of your post because it was just you making **** up, throwing out insults, and generally acting like a child.
I summarised your post a bit to save space, but it gets across the same points.Originally Posted by kweassa1917 Go to original post
You're right that a lot of the games with cc counter mechanics are different genres and have different skills (primary difference being range) but the logic still applies. Yes, the games are very different, but the root issue is not. Losing control of your character then instantly dying is bad design and simply not fun. The odds may be borderline insurmountable, but the chance to fight back needs to be there, even if you realistically can't win. The best way to do that, imo, is with the OP's idea.
And I was going to reply to your "didn't see you complaining then" jab, but after reading it several times I still can't understand what you're trying to say. It's like you're just throwing words at the screen and hoping it'll make sense.