- Increase normal CC immunity to 15s
- cut hard CC to max 2-3s duration, undefendable 2s, rest 3s
- add separate snare/root/immobilize immunity of 7-10 seconds
- fix CC break to actually happen
Current meta is designed for fail players and fail gameplay based on hard stun+burst. Its nowhere near fun, tactical or engaging combat mmo should offer. It all goes down to simple timing 2-3 skills which one of them is almost always ultimate on hard stun and ending fight easily. Takes no player skills, effort and leave little to no counterplay when rune cage decides you cant break it off with full stam.
@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_Wrobel
ezeepeezee wrote: »- Increase normal CC immunity to 15s
- cut hard CC to max 2-3s duration, undefendable 2s, rest 3s
- add separate snare/root/immobilize immunity of 7-10 seconds
- fix CC break to actually happen
Current meta is designed for fail players and fail gameplay based on hard stun+burst. Its nowhere near fun, tactical or engaging combat mmo should offer. It all goes down to simple timing 2-3 skills which one of them is almost always ultimate on hard stun and ending fight easily. Takes no player skills, effort and leave little to no counterplay when rune cage decides you cant break it off with full stam.
@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_Wrobel
While I do agree that the gameplay is aggravating because of the constant CC and ridiculous and constant burst from ultimates (nerf ulti gen plox), I don't think this is the solution. If you make CCs too short, then only the classes that can line up burst combos that all land in the CC window will prevail. Let's take a moment and think about which classes those are. But if CC's aren't frequent enough, then dealing with certain setups will also become nigh impossible. I think CC itself is in a good place, it's just server latency being suck. When I am trying to escape a herd and I get rune caged, I know I'm dead the moment I see even a hint of purple smoke, because all of the attacks coming at me have already landed anyway.
RighteousBacon wrote: »CC immunity should not be lengthened. I understand, to an extent, why you want this change. Sure it would make it easier to 1vX on the defensive side, but it would strengthen certain “AIDS” builds. For example, if I get dotted up and fossilized by a magdk with zaan, I gotta stun him and get out of range FAST. In 6 seconds I’ll be back on him with an offensive stun. If you were to extend the cc immunity to 15 SECONDS there is no way I’m gonna be able to keep the range I need before he gets me rooted and starts his combo again