I've played quite a few other games including those with well-developed PVP and WVW.
In those games, there are conditions applications that temporarily debuff the opponent.
Typical debuffs do the following:
Reduce health regeneration rate
Reduce movement rate
Reduce armor effectiveness
Lock the opponent in position
Prevent or reduce skill recharge
Apply damage over time
Lock out a skill or item
In those games, the debuffs can be responded to in a variety of ways:
A skill or item can clear the debuff
A skill or item can temporarily render the target immune to the debuff
A skill or item can diminish the time the debuff is applied
A skill or item can transfer the debuff to another target
In ED, the debuffs can be overwhelmingly powerful, with extremely limited counters:
Shields turned off (ecm, point defense (heh) or screening shell counter...good luck if you're not combat trained in these tactics and can't anticipate their application)
Target movement severely nerfed
Target escape nullified (perma-stun lock) - (again ecm, point defense (heh), or screening shell)
Random systems turned off (this debuff can be applied repeatedly with no counter)
Target lock lost (this debuff can be applied repeatedly with no counter)
Target overheated (all systems trashed without heatsink)
In other games, the use of a counter is as easy as using any other basic skill.
Possibly I'm wrong here, but I don't think the counters in ED are as effective as the debuffs, nor can they be applied as easily as the debuffs can be applied.
This imbalance IMO contributes to ganking mechanics, and to the reason why average players are not willing to venture into Open settings.
Let me be perfectly clear, there is NOTHING WRONG WITH PEOPLE THAT USE DEBUFFS IN ED! They are playing the game as designed.
My point is about the debuff design. Period.
In those games, there are conditions applications that temporarily debuff the opponent.
Typical debuffs do the following:
Reduce health regeneration rate
Reduce movement rate
Reduce armor effectiveness
Lock the opponent in position
Prevent or reduce skill recharge
Apply damage over time
Lock out a skill or item
In those games, the debuffs can be responded to in a variety of ways:
A skill or item can clear the debuff
A skill or item can temporarily render the target immune to the debuff
A skill or item can diminish the time the debuff is applied
A skill or item can transfer the debuff to another target
In ED, the debuffs can be overwhelmingly powerful, with extremely limited counters:
Shields turned off (ecm, point defense (heh) or screening shell counter...good luck if you're not combat trained in these tactics and can't anticipate their application)
Target movement severely nerfed
Target escape nullified (perma-stun lock) - (again ecm, point defense (heh), or screening shell)
Random systems turned off (this debuff can be applied repeatedly with no counter)
Target lock lost (this debuff can be applied repeatedly with no counter)
Target overheated (all systems trashed without heatsink)
In other games, the use of a counter is as easy as using any other basic skill.
Possibly I'm wrong here, but I don't think the counters in ED are as effective as the debuffs, nor can they be applied as easily as the debuffs can be applied.
This imbalance IMO contributes to ganking mechanics, and to the reason why average players are not willing to venture into Open settings.
Let me be perfectly clear, there is NOTHING WRONG WITH PEOPLE THAT USE DEBUFFS IN ED! They are playing the game as designed.
My point is about the debuff design. Period.