I want to add this reddit post from BronsonM4. The guy knows his stuff offered some great advice when it comes to CC/status effect builds..
Let’s break it down, and this is coming from someone that played literally every PVP MMORPG game ever released.
Skills can either:
1 Hit hard
2 Hit often
3 Crowd Control
Pick one.
Skills deal far too much damage currently, and you don’t need to actively invest in them like you did in TD1. If I wanted to one tap a player in TD1, I should need things like Tactician stacks (obtained by actively shooting my gun and hitting targets), proc’ing Talented (destroying a proxy).
Skills should only one tap in TD2 by having buffs such as Combined Arms / Spike active. The counter to those should be higher Armor, Hazard Protection, or a combination of both. Right now I can one tap a player just by pressing a bumper twice on my controller. That is bad game design.
Right now, skills come back far too quickly. Cooldowns should be doubled and Skill Haste should be a part of every Skill Level for skills.
Status effect damage deals too much damage over time, too quickly. Look at the bleed ticks on a stinger hive or the flame ticks on a chem launcher or sticky - it’s multiple ticks per second. Why? Ticks should be spaced much farther apart and occur less. Compare bleed and burn ticks to your TD1 agent - then realize we also had multiple ways to cleanse status effects in TD1.
FACT: There is no way to cleanse status effects in TD2 (outside of the Sharpshooter armor kit which has limited effect). This means you have to balance status effects around this. In TD1 First Aid skill cleansed status effects before that was changed over to Medkits. Immunizer provides immunity to status effects and cleansed them when you entered the radius. There need to be both hard and soft counters, and there needs to be a reliable way to cleanse status effects.
FACT: Several skills do not have PVP modifiers AT ALL, to include Sticky Burn and Firestarter Chem Launcher. This needs to be changed immediately.
A single Stinger Hive drone bleed can one tap a player with no Yellow core utility stats. Even if they stack armor. That should never, ever happen.
Skills have far too much health, especially when they have smaller hit boxes and janky hot registration. Skills need a PVP modifier for their health pools like the Shield has. I also believe skills should have a dedicated weak point so that Headshot Damage is dealt to it to better incentivize higher skill ceiling play.
If I move out of the radius of a Stinger Hive, the drones should not track me outside of it.
If I EMP a stinger hive while it is still in the air, it should be destroyed.
If I down a player, their Stinger Hive should be destroyed. Its drones certainly should not still be tracking me and doing damage after it is destroyed.
Status Effects should not be a minor attribute roll on gear, they should be tied into Yellow core utility stats. This is a major design failure of the dev team.
If Hazard Protection rolls were increased to 15-20% values - that would be a more valid argument. You simply can’t stack enough Hazard Protection (60% rolls on gear assuming you roll max attribute on them) for it to matter. Why? Because those values are trumped by Status Effect rolls on gear (up to 60%), Perpetuation (50%), and Status Effect brand bonuses (30-35%). Literally the only way for it to matter is to achieve status effect immunity which requires the following - all Hazard Protection rolls on gear, 1 piece Yaahl, and at least two blue mods. And even then you will only be achieving status effect immunity to ONE specific status effect. The opportunity cost for that is far too high.
This was literally the SAME issue we had in TD1 1.6 where Exotic Damage Resilience (EDR) did not matter because of how many damage buffs Tacticians could have for Airburst Seeker Mines. It would simply outscale the EDR values. I was one-tapped by Airburst Seekers in a Final Measure build with 60% EDR - which should have never happened.
The problem with skill builds right now are that they are too viable and don’t require as much active input from the player.
I’m of the belief that skill builds should be able to one tap, but that is going to require several active talents in order to do so which is nowhere near the case now.