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Hmm, this reminds me of Dark Age of Camelot, where spells had different functions when using them against players, as opposed to just nuking mobs with it.
For example, getting hit with a mez spell (similar to a sleep spell in wow, but taking damage would allow you to move again), would give a player a one minute immunity timer against the same spells, so as to avoid completely shutting players down in PvP, which could sometimes be as short as 5 seconds (I'm sure many of you that played DAOC remember that stupid aoe mez +pbaoe spell that then killed you quickly). It originally wasn't like this, and you could chain cast CC spells to lock players down completely, so eventually they brought this in to make it more balanced.
But when used against monsters, it would give you diminishing returns if you kept repeatedly casting it. For example, you could probably mez a monster for a whole minute the first time, but then the second time you cast it on the same monster, now it only works for 30 seconds, and then 15 seconds, etc.
I think Mythic did a fairly decent job there as far as gameplay. I remember playing a bard, and being able to almost shut down an invasion because they had to go through a chokepoint, and I casted an aoe mez right where they had to go through the chokepoint. My fellow realmmates then took care of killing them. I've also been on the receiving end of this, and it really blows when you're just standing there and can't do anything to help your group as a team of 3-4 tanks just smash your group one at a time.
So yeah, in regards to Wow, I think this is a good change for pvp. It's kind of ridiculous that some CC spells don't break, and can be chain casted on players so that they could essentially have no control whatsoever until they died or someone killed the guy doing that to them.
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