This is Battleborn, not moba #546646. âYou should make X like Y because Z game does X like Yâ isnât a very good argument.
Show me how it is not, please
As for your argument, FPS, like CoD and Battlefield, have things in common. Why? Because if they are what MAKE the genre. Same with fighting games and platforming.
Battleborn should have a two second time to kill because CoD does.
Thatâs the thing, though. Battleborn is NOT a traditional MOBA. Nor is it a traditional FPS. AFAIC, itâs a previously unexplored fusion of the two, meaning that it borrows elements from both genres. Battleborn is its own thing, and has itâs own rules for what it is. I donât think itâs a fair argument to say that these rules should be changed to be like something else when the goal all along has been to innovate, and create something different and exciting. There is not an unseen set of rules that says CC has to be done a certain way, and I certainly donât think the game should be faulted for not mimicing something else.
Last thing I want to happen to BB is being a point and shoot fest like COD isâŚ
Actually, in most mobas, a very valid use of cc is to interrupt powerful ultimates. Letâs take an example from League since itâs the one Iâm most familiar with: if a VelâKoz uses his ult (which is similar to Tobyâs) and then he gets crowd controlled, the ult stops. This is because a.) someone probably saved a cc for his ult, which is smart, or b.) he placed himself in a position where he was vulnerable to crowd control. Granted, if his entire team is made of squishy carry champions, he canât make good use of his ult against enemy cc, but thatâs the fault of his team composition, not the way cc interacts with his ult.
Letâs take an example from Battleborn now. Those whoâve played ISIC a bit know how damaging his ult is. It pretty much gives him an Oscar Mike autoattack and a slightly weaker Toby autoattack at the same time, along with potentially a temporary shield at the cost of movespeed and his other abilities. It also lasts forever. Unless, that is, someone interrupts his ult with cc, thus effectively countering an ability which otherwise forces players to fight a small raid boss to stop ISICâs ult.
Silences in this game are really underwhelming at the moment, but thatâs just because most battleborn have no spammable abilities. Once some new characters are added to the game, Iâm sure weâll see some good use of silence.
In any case, those are just my thoughts.
[quote=âSavage_Hyphen, post:1, topic:1349411, full:trueâ]But please learn then proper implementation of Crowd Control effects.
[/quote]
This sentence here is the real problem I think, the idea that what you know as crowd control is apparently the âproperâ implementation of crowd control. Accept the fact that just because a game borrows mechanics/features from a specific genre doesnât necessarily mean it will suit your notion of what the genre it borrowed them from is/should be. Try reacting to the game as its own entity and not how you would react to other games in the genre you think it belongs to. Maybe youâll like it more, maybe youâll like it less. Either way, youâll at least be seeing the game as it is rather than seeing it against your preconceived notions.
Agreed. If the OP thinks that ultimates are interrupted too easily, thatâs a discussion we can have.
Haha 
UmâŚactually, I was agreeing with @Orblivion. Apologies for being unclear.
I donât think it is up to us to decide how CC should work. But as I said before, I donât think thatâs really the point. If you think ultimates are too easy to interrupt, I think thatâs a valid topic.
Iâm just saying you should be a little more open-minded. MOBAs are an offshoot of the RTS genre, and Iâm sure RTS fans were saying things along the lines of âplease learn the proper implementation of minionsâ. If the devs had taken that to heart and done things the way they were âsupposedâ to be done, the MOBA genre wouldnât even exist for you to use as an example of what this game is âsupposedâ to be.
[quote=âSavage_Hyphen, post:1, topic:1349411, full:trueâ]
âKNOCK UP AND KNOCK BACK SHOULDNâT INTERRUPT ULTS! It seems that Gearbox wanted to enter the MOBA playground with out learning the rules.â[/quote]
You want Battleborn to be a copy-paste-with-different-color-pallette kind of game? Whereâs the freedom? Whereâs the innovation? Donât let your dreams be somebody elseâs dreams; prove the strengths of your devotion and courage by lighting the spark that might grow or fade, but if it does burn bright, it will with a brilliant glow because itâs a projection of something brilliant inside you taken form, something that wonât deceive or beg regrets, something that might continue to burn brilliantly after your own flame fades, something that is proof you have lived and left a mark of indescribable strength and beauty! Let them have the right and encouragement to create such a thing!
So⌠I hate to say this:
I agree that Knock Up and Push Back shouldnât interrupt ultsâŚ
BUTâŚ
Thatâs because of the wording that Battleborn uses for those two effects. If they want to implement those effects that way, then simply mention in the dictionary that they interrupt abilities.
This is not winning you any favoursâŚ
If you are getting CCed during your Ult, you should be punished for it. You didnt bait out the CC, didnt position yourself correctly, didnt use the Ult at the right time. CC is absolutely fine in the game how it is.
If you dislike the way the game plays out so much, do not buy it on release nor spend time on the forums. If you can not say something without resorting to name calling, such as âsheepâ, then you should not be discussing anything on the forums at all.
None of ULTS I have experienced in this game have CC immunity.
So I donât know if this is by design or if itâs and over sight.
Yes and this gets weird in the case of ults such as ISICâs ult. This is where you can see clearly that this is intentional (not that I support it), because it appears that backhand slapping someone with your German robot or your squishy witch is the ultimate answer to the ultimate AIâs ultimate. That just doesnât make sense to me, but apparently it forces him to put his guns away.
Man Kleese really fixed him hard.
I disagree with this being a MOBA though. As more gamemodes are added I think that it will be more of its own creation, or at least w/e the hell MNC was. I think on a scale of TF2 to HotS to League/Dota to any RTS it is squarely between TF2 and HotS.
This reminds me a lot of Savage which predates this whole Hero Shooter and FPMOBA craze by a pretty big jump in time.
^^^^^^^^^^^^^
yes!
As a trundle main trumpets I always save my uber-situational CC for these things.
Vel, WW, Malz, (and now) Jhin, and many more are from one of the most influential MOBAs of all time.
There are far fewer characters with truely unstoppable ults such as VI.
I think for the time being the devs are taking a very simple and moldable approach to providing counterplay to ults, which is something more experienced companies like Riot spend years working unique methods into wach unique kit.
If you are trying to argue that stun is better than silence? I donât think you will find many who would disagree.
On every other point I disagree
The OP was, er, passionate.
Hereâs what I took from that:
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We should talk about CC. Specifically, how do we feel about soft cc and hard cc in the game. Is silence>Slow>blind etc. Should that affect durations. Are there enough hard cc options. Are the current hard cc durations appropriate. Should hard ccâs be categorically more difficult to land than soft? If so, has that been achieved?
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Are ultis too easy to interrupt?
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Are CDs too long?
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Battleborn is similar enough to a moba for us to have these conversations and use other successful mobas as a starting point. Those questions in #1-3 are questions to be asked of every MOBA as those elements are staples of the genre, whether youâre in first person or not. That doesnât mean you should discount a new approach to cc just because itâs not handled the same way as other mobas. It does, however, mean you should consider using past mobas as a learning experience. CC is CC, whether itâs WoW arena, LoL, Bloodline Champions, HotS, Battleborn, Paragon, Smite, etc. There are going to be similar threads between all of those things. For example, we can all agree that having a character with a 10 second aoe stun on a 10 second cooldown is likely going to be overtuned. This is pretty independent of which game it is, or how novel you think the game is.
Some stuns are better than others⌠like Kelvinâs little ball thing? Why does that take priority over what Iâm doing?