The logic of "Defiance"

#1 - July 7, 2014, 7:41 a.m.
Blizzard Post

Hey there

While doing dungeons I noticed an interesting thing.
Bosses have “Defiance” so you cant CC then really. I can understand why that makes sense on bosses, they are big and heavy, you don’t just knockback a huge mob right? Makes sense to me.
Now I would be fine if that “Bosses are big and heavy” logic went all the way, but then these bosses do a 180 degree turn in a split second… That doesn’t make sense in my eyes and becomes annoying when you try to position yourself relative to a big boss but the boss outmaneuvers you.

I think that mobs that have “Defiance” on them should not be able to move or turn around fast. They should rather move like a heavy, bloated thing would… slowly.

What do you guys thing?

#75 - July 9, 2014, 10:37 a.m.
Blizzard Post

Lots of nice comments here. I, too, have a strong dislike for the Defiant/Unshakable system. Internally we’ve kicked around a lot of ideas about how to change it. The problem is that making large sweeping changes to the game is a bit like moving a table that you built a Jenga™ tower on—it takes time, planning, and a lot of care to do it.

We’ve made big changes before, though. This one is on our list to address.
In the mean time it’s great to see some discussion over alternatives as well as some specific examples where existing alternatives work.

Personally (by which I mean not representing the entire development team) I’d like to see at least one boss with a sort of reverse defiance. Generally immune to CC except in windows during one or two keys attacks with a long warmup. I think the theory behind Defiance would work well if everyone knew exactly when to interrupt. This is a troublesome prospect for the ad-hoc groups that GW2 promotes in various settings, so maybe shifting the responsibility to the boss (which everyone is already paying attention to) would work out a little better. “He’s winding up for super-mega-attack, everyone stun now!”

Discuss?