Yeah the response I've gotten is that it tends to "makes more sense after I've played" - you'll begin to spot interactions here and there that you'll remember and then it'll all click together
Imagine if more content creators put this much effort into clear, accurate and concise information... thanks for a great explanation! You are a great teacher sir.
This was so fucking helpful ive been extremely confused about cc and why enemies keep getting immune when i try to combo. Immediately after watching this im doing far far better every match this is exactly what i needed to see. Shared this with my friends who are also just getting into pvp now.
i swear i keep coming back to this video this is the most helpful video out there if u want to get better at pvp understanding these fundamentals will do you good
Just got into Lost Ark PvP with my Gunslinger and I'm absolutely loving it. I've been somewhat confused by certain interactions in the game as CCs come in many forms, but you basically answered all my questions throughout this video. Great stuff!
Thanks for your podcast type video with Ben Lee Gaming as well as this one. The Ben video is what brought me to your channel and it's very informative. Starting out with the Zerker to learn the game as you recommended
Very informative and straight to the point. Was reading and testing Bard's abilities and couldn't find anywhere on the internet what "Earthquake" did, since the game didn't say. Thank you very much, and wish you everything good.
Such a great guide. Thanks for that. Can't wait to get my hands dirty in arena. Hope for more content and that your account skyrockets with the launch of EU and NA
I played a lot of games last night. Im not very good. I feel like I do not understand the flow of the match in terms of positioning, why certain skills are used and why some should be avoided? (Noob traps if you will), beginning builds and play styles and advanced builds. I picked SH so its from that perspective. I love your video style so I do hope you make more. Subscribed!
Wowowow thank you for this. I was so confused why I couldn’t restun enemies after juggling them. Had no idea they get immunity after 30% dmg or from getting up.
Thanks, what a stunning video! These pvp guides are just the thing I needed. Maybe you could make some in-depth videos on specific classes and their playstyle, matchups etc. I think those would be hugely popular now that EU/NA is getting into the PvP side of Lost Ark.
Thank you, I was very confused on how cc works lol. Also I kept wondering why my red dust wouldn’t connect after a knock up as berserker but now I understand they are probably too high to land it.
might need a little more elaboration/commentary on hard CC and scales interactions - starting from 6:50 it got more difficult to follow, but what do I know, I haven't got to PvP yet in the closed beta
You'll probably understand better once you actually experience the PvP, but lets summarise the Hard CC interactions: 1. If you get knocked down, you can roll. Rolling is a skill. If you get Hard CCd, you cannot use skills. Therefore, if you get Hard CCd while knocked down, you cannot roll. 2. Scales forces a knockdown after 3 seconds of a standing/stiffness combo. This applies to any hit - whether regular Hitstun, Paralysis, Push or Hard cc. If the final hit is a Hard CC however, even if you get knocked down from scales, you cannot roll until the Hard CC expires. 3. Scales forces a knockdown after 3 seconds of a standing/stiffness combo. If you get Hard CC'd before the 3 seconds has elapsed, you are left still standing in that Hard CC state, even beyond the 3 seconds. 3b. Continuing from above. If you are hit with a regular Hitstun, Paralysis or another Hard CC while in this "post 3-second" state, scales will proc. If you get hit with a Push however (knockup/knockdown/knockback), then scales will NOT proc, and you will be taken into a Push state. This allows you to bypass scales limits with Hard CC and extend your combos with a combination of Hard CC + Push.
Shorter will be , theres no CC break, enemies can stuck up 4 stuns on you which means you will be downed for 5-10 seconds,which means you can be killed at this point, you are shaking (paralyzing) from every single hit (spell) theres no break from paralyzis (roll dodges do not help, they starts to work after you end up shaking (paralyzing effect)). ETC, P.S. ranked games comes out in a couple of days and trust me guys, everysingle of you will be mad(regequit) and this game from pvp side is very unhealthy,
Here after watching “Grand master sorc teaches Xaryu when does push become a shove” Both amazing resources. Thanks man. Will help me a lot with my deadeye PvP Btw, Lin, are you playing in eu now or na?
Finally the missing pieces clicked into place. Thanks. Still one question regarding Pushes bypassing the 3s rules for scales when enemy is in hard CC. So does that mean if I get hard CC (other than freeze or petrification), enemy can use one or two nukes so he doesn't proc the scales and grant me all immunity. And before the CD fully ends start jugling me for even more damage and CC? When does the all immunity starts here? I mean when are the hits/time starts to be counted in this scenario? And does the 30% HP full immunity still apply somewhere in the described situation?
Those would be class guides, which may be coming in the future, but currently waiting for the revamped customs gamemode that lets you have a match with fewer than 6 people (so I can get footage).
Great video ,but 1 thing i was hoping to see , is the skills that have a counter in their passive description,What is that counter and how it works exactly
How can I add more subtitle for your video? The auto translate is a mess. I want to recommend your video to my friends but sadly, they dont speak english at all. btw great work brother.
Hey thanks so much! Sadly community contributions have been removed, but I would really appreciate the language support. I've uploaded the captions file I wrote here: pastebin.com/zXutyddW - if you do ever translate it, you can comment here or hit me up on Lin-0#5637 in Discord with a pastebin link to the translated option and I'll add it to the video.
@@LinNull Hey man, thank you for your suggestion. Here is the link to the translation that I made. pastebin.com/Nh2c8XAa I am not really familiar with Pastebin so please let me know if there is any issue with the file. Cheers!
@@HardestDifficultyLD I SUPER appreciate this, this is incredible. I've added them all and credited you for the closed captions. Thank you so much! I hope with these your friends will be able to understand the video. Let me know if you want any changes to the closed captions.
This system literally killed me. I was really hyped until i understood this PVP system. Its a terrible experience and now i understand why ppl say pvp in this game is shit and after watching this i totaly agree now.Thanks for info at least i dont keep wasting my time on PVP. Even games that are 20 years old have a more transparent PvP system. Honestly what were they thinking?
Thanks for the great guide. How can you tell if an ability will cause hit stun or paralysis (since you mention at 1:13 that not all abilities or portions of an attack apply it). For example it would be helpful to know for my class which portion of my auto attack or abilities will cause hit stun / paralysis and which wont. Is there a database/wiki where this information is listed? It seems straight forward for hard cc / pushes since the skill description usually says if they cause those or not. I guess you could also just go into a custom game or training and test each ability yourself to figure it out but I imagine people have already done that..
Sadly, no - you can (sometimes) tell if a skill is immune or not by their description ,but again, not all immunities are listed, nor are "part-immune" skills which are only immune at certain points. When it comes to inflicting hitstun or paralysis, there is no way of knowing other than trying it for yourself. Sadly it can't be tested in the training room either, as the enemy counts as a PvE mob, which is always hitstunned no matter what, and makes no distinction between hitstun and paralysis. So really the only answer is to ask people who play the class or experience the game sadly. Custom games work, but you need 6 people total to start one. It's what I do though when I have doubts and my friends are around to help.
So there is a CC cap for all forms of crowd control, but can you make a really long combo if you just mix the forms of CC and stay below the caps? f.e. Combo with 2 sec hitstun + 2 sec paralysis + 3 knock ups?
yes; 3 second paralysis, then like a 2.5s hard CC, then a push x4 at the end of that hard CC - if we don't include other hidden mechanics (standing combo reset), that's about as far as you'd go
Yes. I am specifically not calling it stagger because in NA/EU translation, "stagger" is a PvE mechanic (impairment in RU/KR). It will confuse players if I say "stagger" and they think skills with "stagger" property will inflict Paralysis when in reality the names are different.
Great video Lin-O, was searching this online and found it out. Do you also know which classes are excel in CC skills? I am looking forward such a guide online to pick my class when its released. One with a lot of paralysis, knockdowns or hard cc etc. :)
Hm, classes tend to be varied. Some have a lot of paralysis but lack knockdowns (Arcana), others may have a lot of knockdowns but have mediocre hard CC (Scrapper, Striker). I think the supports, namely Bard and Gunlancer, offer a lot of peel/control tools. Sharpshooter is also pretty good at being an enabler. Deathblade is also a great pick with a good balance of CC types while also being immune to most. Really it depends what kind of playstyle you're looking for.
So the yellow outline is cc immune including hard cc ? So at 1:58 the Blaster would be immune to all cc there ? I think I'm misunderstanding it as at 3:55 the zerker knocks up through the yellow outline.
No. Yellow outline is immunity to Push and Paralysis (Hard Stiff). Only All Immunity or special skills are immune to Hard CC. At 3:55 the zerker doesn't knock up through the yellow outline - the yellow outline expires (the wakeup buff is only 70-90 frames or so), but since his knockup is a multihit and lasts for a long time, it clips me after it expires.
@@LinNull Ah alright thank you very much! I was confused about the zerker part as the tooltip for that skill says something like knock up followed by three extra attacks so I assumed the knockup was tied to the first hit of that skill not every hit. (Russian translate). To immune hard cc as a zerker your only options are to avoid it, dodge roll or awaken skill ? I'm still leveling up on RU so trying to get as much info as possible before diving in. Ty again
@@Davichiz That's right, zerker has no hard CC immunity buffs or special skills. Only the basics like space dodge, roll and awakening will work. I think that your Z activation (not the slashes, but the roar that puts you into rage mode) may be All Immune, but its very short and you'll only get 1 or 2 uses of it in a game. So realistically only the core rolls and awakenings will work for you as a way to immune hard CC.
Because that would be an immense list with around 250-300 skills, each which may also be changing based on pods (tripods change skill properties). This guide explains to you how it works - understanding how each individual class works is up to you. Even if I covered 1 skill every 5 seconds, that would be 25 minutes.
does this mean even after 3 seconds (with scales full immunity), if you are launched, you can be frozen during fall animation? Cause I tried stagger > stun > launch > freeze > finisher. But the enemies always escape and never get frozen. Or is it because of the blue bar so even after i launch them, they are immune to freeze? also does this mean you cannot do stun > freeze?
5:40 what does he mean by push will still work if applied after the knockdown? does push not equal to knockdown? does he mean u can knockdown someone, then knock them up again?
Scales forces you to fall to the ground immediately. Notice how as soon as scales appears, the enemy falls to the ground. However, they do not gain all immunity. Because all immunity is applied only on the get up, it counts as them just being in a regular downed state. So if you apply another form of CC - such as another Push or a Hard CC - between them being forced into the ground by scales and them starting their get up, your CC will work, bypassing the all immunity they would otherwise have gotten.
I have a question ! could i use ur video to do a gg doc to explain cc's in pvp for my french camarades using ur video footage, ur vid and ytb will be credited obviously.
5:47 - 5:57 every Sorceress should be forced to watch this. Its incredible how many times i've had hit a 3 man awakening with my deathblade and a sorceress just safes them with reverse gravity
One last question, can you freeze or fear people who are already knocked down on the ground, so long as scales aren't on them? (this would be mixing a push cc with a status cc)?
@@LinNull Watching a replay, there were extremely brief windows of "not being CC"d" followed immediately by "yes being CC'd." It was about 11 seconds of solid CC (Stuns, knock ups, knock down, etc) with no Scales at all.
@@sephrinx4958 Scales only applies to hitstun/paralysis (standing combos). If you got knockdowned 4 times, then you get up, then you get re-caught and knocked down another 4 times, that could take a while. If you have no roll, your priority has to be not getting caught. The fact you even lived for 11 seconds is already a testament, you would probably have died in less than 4 seconds in a high level match while being grounded.
If a player is push immune (yellow outline) can we also assume that they are immune to the lesser tiers of cc(soft stiffness/hard stiffness/white outline)? Or can a push immune player potentially be hard staggered? Just curious if higher tiers of immunity include immunity to previous tiers or each tier of immunity is independent.
Yep. I think I say this at 5:25 . Paralysis immunity is immune to hitstuns (then again... everything is), Push immunity is immune to Paralysis and Hitstuns, and All Immunity is immune to... well, everything. The one exception is "Hard CC" immunity - e.g. Bard's indomitable performance buff. As it is a buff, it's independent so all it does is absorb one stack of Hard CC. The only exception is Sharpshooter's "Move and Cut" T3 pod, which makes it immune to Hard CC and Paralysis, but not Pushes. That's the only skill that has a "mixed" kind of immunity.
No. There are some counter skills (e.g. Counterspear from Gunlancer), but the "Counter" property in skill descriptions is for PvE only. Same with Stagger, Back Attack, Front Attack and Weak Point.
theres like a 1000 abilites how am i supposed to know what causes paralyze, hard cc and what makes me or others immune to those -.- i guess it's just time
Sadly it will just be experience. Even if there was a list of all abilities of every class and what they did, you'd have to recognise them - not like icons would help much. There's also so many different pods that can change skill properties that really you just have to experience it over time.
@@LinNull I think i'm starting to understand this but i just got a few questions 1. is there a way to know which skills apply soft stiffness and which apply hard stiffness (ex. push and knockbacks i can easily recognize from the tooltips like "throws in the air" same with electro shock or stun for hard cc) 2. does the "super armor: stagger immunity" work against soft and hard stiffness or just vs. soft stiffness 3. sorry if you answered these in the video already i just learn better through text lol
@@kinoli6061 1. There isn't sadly, other than testing it in the arena. 2. Remember that "soft stiffness" (aka: regular hitstun) is a default for any animation. Even your basic attack has soft stiffness immunity. Everything in the game is soft stiffness immune. Only walking and standing still isn't. A skill that says "Super Armor: Stagger Immunity" in the translated patch is something that is hard stiffness immune. But keep in mind there are skills which DON'T say this, but are. Like Striker's Crescent Kick or Thunder Kick, or Berserker's Tempest Slash. 3. No problem at all, happy to help!
Is this working correctly in the NA release? Im trying to learn more on how to get better at pvp, and came upon this video. I just went into some matches and whenever a bard hits me with a stun, I still get frozen right after by a gunslinger. So Im not sure if maybe Im counting the seconds wrong, if some balancing issues have still not being implemented into NA?
@@LinNull Thanks. I dont know how to record or such but its ok, maybe I hadn't been paying attention to it and now that I know what to look for, I'll try using it.
Even at lowest settings you should see this, as its forcefully enabled in PvP. In PvE you won't see yellow glows (it'll just be a faint white), but in PvP it should be present so long as you're in the arena.
Thx for explaining it, i was really confused about how it worked. At least now i understand that this is probably the worst CC system ive seen a game. So at least i know the jank isnt going to get better and to stay away from pvp. Which sucks because i was looking forward to it.
during "soft stiffness", can you use an ability at all or not? say that artillerist hits you with his machine gun as shown in the clip, can I start basic attacking on my berserker while being hit by that when it hit me first? likewise if someone is spamming paralysis abilities on me, can I spam my paralysis immune ability and still fire it off if I'm already getting hit by something that continuously paralyzes me?
nevermind I read below your answer through the comments. once you get hit you're locked and theres nothing you can do until you get knocked down or killed. kinda lame that a simple basic attack can lock you in place without anything you can do and allows further lockdown from harder cc's as follow ups. no wonder everyone spams deathblades and soulfists. the game has become a game of "who hits who first wins".
That's right, there's no breaking out of any attack whatsoever - you have to immune attacks before you're hit, else you're in a combo. Think of it like a fighting game
@@LinNull yep I get it now. I was watching my friend play some team elimination 1v1s today and I fully understand why deathblade is such a broken hero and outmatches many other classes due to the amount of push immune, and access to a very fast tier3 cc thats hard to dodge (head hunter). I'm curious how you typically engage someone like this as a berserker as he kept screaming at his screen that theres just nothing he can do against a deathblade charging in at him and hitting him with that skill as it ignores all his push immune / paralysis immune abilities.
Also I do think the game would benefit immensely if soft staggers were just removed from the game. I actually like the cc system (somewhat) when it comes to the hard stagger and push abilities/combos, my problem is with the other two, the soft staggers and the status staggers. Soft staggers are just kinda lame and enforce a bit too much cc, plus it gets hairy as you showed in this video some people soft stagger with basic attack while others dont. Status staggers are kinda dumb because theres not enough counters or ways to deal with them, or perhaps its just too many of them maybe.
Its a horrible CC system doesn't have enough hard rules to make sense for a pvp system. Every thing has little "but if!" to be a solid combat system I would want to take part in.
Excuse me but I watched the whole thing and I still suck at PVP on berserker. What keys can I press for CC break exactly? Spacebar roll and anything else? Is every single person waiting to engage with spacebar back up for fear of being eternally juggled? I thought you mentioned an ult working but they still juggle my ass while I press z x v and anything I can lol. Any help?
There is no "cc break". If you get CCd, you get CCd. If you are in hitstun, paralysis, in the air from a push, or in hard CC, no button you press will do anything. If you are on the ground after a push, and you are not under hard CC, you can roll using your space bar. This is a skill on a 15 second cooldown (affected by Swiftness). "All Immunities", being space bar dodge, roll and awakening stop hard CC from connecting on you (you'll resist at the point it hits you), but it will not break you out of CC. And if you're asking if most people wait until their roll is back up before engaging as a melee? Yes - usually you'd want to hold back and play it safe. It's 3v3 after all, even if you don't have a roll, your teammates may do. So you can play off of them.
Hello man im playing on EU i noticed on few videos how some icon appears above someone when they get knocked or they have blue bar when they are immune, why i dont have that stuff . Is there way to enable it? Ty in advance. :)
You should do it, it's not something you can disable. Unless you've hidden your UI via Alt + X (to hide the timer), which would hide the bar but not the bubble.
Usually it means a character has Paralysis immunity, but it also has overlaps with other effects. Some buffs may cause the character to have a white glow (like Arcana's Ghost, Bard's Indomitable Performance or Battlemaster/Wardancer's Wind's Whisper to name a few). If someone has a faint white glow, they may have Paralysis immunity, but very often they may glow white due to another effect and not have it. Also, there are skills which have Paralysis immunity but do not have any kind of glow (Demonic/Shadowhunter's Identity Form, Scouter's Identity Form, Deathblade/Blade's Cloak of Blades buff, etc). So while it can be an indicator, it can be an unreliable one Use it as a basis to determine if someone has Paralysis immunity, but don't be surprised if they don't - similarly, if they don't glow, they may still have Paralysis immunity anyways.
Good 9 min of how to CC not how to avoid it. From what I have seen all you do is get jumped and AOE spammed until you die. Thats it...no way to get out of it, no way to reduce it, what is this?
You avoid CC by using a skill that's immune to it. If a Berserker Shoulder Charges you (Paralysis inflict, Paralysis immune), you can then counter with a Demonic Claw as Shadowhunter (Push Inflict, Paralysis Immune). Congratulations you just won the rock-paper-scissors of immunities vs inflictions. There is no way to break out of CC, other than roll once you hit the ground (but that won't work in the air). If you get hit by CC, that's it. You got hit. You can only prevent the hits that inflict CC not stop it after the fact. You can't unpunch someone after they've been punched. Same thing with CC.
@@LinNull Thats what I mean. Its far too easy for people to just jump in instant cast whatever and your just locked in stagger until stunned. Not able to use a single ability.
Only Gunlancer (Warlord) and Glavier (Lance Master) have this. You can use a skill that has a "counter" property, i.e. when you are hit it triggers a counterattack. Gunlancer's one is - by default - an "All Immunity" skill. Glavier's needs to be podded to do so (by default it loses to Hard CC when not podded), but it can do it.