
Originally Posted by
MadFloyd
Hey all,
I'm hoping that we can engage in a healthy, fun debate in this thread. I have no doubt that it will prove enlightening for me; hopefully you'll find it useful as well. I encourage everyone to share their opinions, but please do so in a respectful manner. You're going to passionately disagree with some of things I (or others) present here - and that's expected and totally fine - but being disrespectful will just bring an end to the dialog.
Let me also state that I'm going to adopt the stance that most of you are more versed than I when it comes to high level player tactics and many of the nuances of character builds. I don't intend to challenge you in this regard.
As you’re all aware, we’ve taken steps to make the game more accessible. Part of this effort included making the game more solo and small-party friendly and the dungeon scaling system has been very successful in this regard. That said, while this system reduces CC duration (on player characters) when appropriate, CC can still be a problem when the debuff is immediately re-cast on the character. Player still ends up being held for a long time, feels helpless and dies. Fun? Obviously subjective, but for many, not really. We could get into a huge debate over the whole ‘DDO is a party based game’, but that would be a huge tangent and derail the point of this thread, so I’m going to ask that we avoid this. I’d prefer that we try to focus on the motivations behind Heroic Surge with the goal of addressing the issues while preserving the gameplay depth that makes DDO so special.
So this alone was the original goal of the feature. I’m going to quote someone who posted early in this thread wondering why we just didn’t to this:
1) Don't allow debuff effects (spells, trip, knockdown etc.) to be reapplied until the current timer has expired.
2) Allow, say, three seconds of immunity before an effect can be reapplied
The above is certainly pretty close to what I had in mind. It didn’t get implemented this way, however. It mutated somewhat, trying to also address the situation where CC was at odds with certain dungeon mechanics (preventing monster respawns etc) and all cc durations were revisted resulting in many being shortened, some getting reoccuring saves etc. As far as the original motivation, I don’t think this system was at all successful (and posts here pretty much confirm it).
So here we are – back to the drawing board so to speak. I hope this sheds some light on things and gets the conversation flowing. Let me ask this first: what would be your argument for excessively long CC durations? One could take the approach that CC has done it’s job if it lasts the length of time it takes to kill a mob (or two). Is it the (prohibitive) spell point cost to re-cast?