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Can we normalise the hard cc durations?

techprince
techprince
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Can we normalise the hard cc durations? stuns, fears and knockbacks needs their durations adjusted. Some CC's having 4-4.5 seconds duration. God forbid if anyone runs out of stamina to break free.
Edited by techprince on April 18, 2019 9:03PM
  • hesobad
    hesobad
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    They need to be shorter and a lot of them are super buggy to break out of. Fear and draining shot having the biggest issues
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  • Frudu
    Frudu
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    I don't think they need to be shortened or adjusted much. It's your job to look at your stam sustain and if you run out then you should get punished. And otherwise, it would benefit the high resist/high wep dmg tank meta in pvp even more, the window to do damage when they're out of stam is often times too short to take them down before they can cc and go turtling again. Same goes for turtling mag classes its the same thing if they go shieldspamm mode. And for med armor, if you're out of stam, your recovery is most times high enough to get enough stam back while cced to break free before stun duration runs ends.
    But some buggy stuns could be adjusted to bring the cc break more in line with the other stuns or make it more clear.
  • Zer0oo
    Zer0oo
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    I actually vote to give all CCs a 5 sec duration. That way if you run out of stam you actually get punished. What needs rework are the bonus effects on all the CCs some are just so extreme overloaded while others are just nothing.
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  • kypranb14_ESO
    kypranb14_ESO
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    techprince wrote: »
    God forbid if anyone runs out of stamina to break free.

    I think that's kind of the point. Being stunned with no stamina left should lead to nearly certain death. You should, even as a mage, be able to learn to manage your stamina pool.
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