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Diminishing Returns

SimonBelmont
SimonBelmont
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Non-Players are protected from Player's CC by a fairly steep rate of Diminishing Returns.

And yet, Players have no such protection, regardless of the CC's source.

I would like to see one universal rate of Diminishing Return applied to all CC in the game; obviously, with the calculation being based on the intended target of the CC, not the attacker.
Edited by SimonBelmont on February 9, 2021 3:22AM
  • zvavi
    zvavi
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    It is not diminishing returns it is cc immunity. They have cc immunity from our skills, but we don't have cc immunity from their skills.
  • SimonBelmont
    SimonBelmont
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    zvavi wrote: »
    It is not diminishing returns it is cc immunity. They have cc immunity from our skills, but we don't have cc immunity from their skills.

    I believe your statement to be true of Bosses and certain Elites; specifically those of larger size or irregular form.

    However, normal (attackable) NPCs, and even many Elite NPCs, do demonstrate evidence of Diminishing Returns; firstly, on the duration that a given form of CC persists; then, going immune, after the DR on that specific form of CC has reached its maximum state.

    I can see why it might look all-or-nothing though; as this maximum state is reached (I believe) after the second or maybe third application. As well, the rate is relative to the target, not the attacker. So, if multiple players are using the same form of CCs in their rotations, the NPCs will appear to 'go immune' immediately.

    Regardless,

    I would love to see a universal rate of Diminishing Returns on all CCs in the game, by type (as well as all critical debuffs; such as Unbalanced), extended to every single target in the game, regardless of status or form; preempted only by outright immunity (E.G.: gained by an ability, certain Elite NPCs, Bosses, etc).

    This would have a profoundly positive effect on combat.

    Edited by SimonBelmont on February 11, 2021 8:28AM
  • Athan1
    Athan1
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    I agree, it's unfair that there is so much cc.
    Athan Atticus Imperial Templar of Shezarr
  • Sahidom
    Sahidom
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    With the CP changes they will need to reclassify what's what as disabling effects e.g. movement reductions, immobilization and hard CC effects.

    An example, Robes of Hist getting a jump in value when the heal is decent backed by the CC damage reduction from Update 29 changes.
  • SimonBelmont
    SimonBelmont
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    Sahidom wrote: »
    With the CP changes they will need to reclassify what's what as disabling effects e.g. movement reductions, immobilization and hard CC effects.

    An example, Robes of Hist getting a jump in value when the heal is decent backed by the CC damage reduction from Update 29 changes.

    I get what you mean. But having one universal rate of DR, which applied to each form of CC, separately,...is still one universal rate. Know what I mean..?

    It seems like you're talking more about the "Form of CC" category. And I agree. We really couln't have one without the other.. Obviously Slows (called "snares" sometimes, for no reason that makes actual sense), Off Balance, Stuns, Knock-downs, and Fears - are each their own thing, and usually justified in their own way too.

    I will say though, as an aside, Fear has never made any sense to me as a Hard CC / LOC. At least...not how we tend to see it implemented in pretty much any game, ever.

    It's a little ridiculous that my character, whose gone toe-to-toe with Daedric Princes and Dragons, finds your stupid Werewolf so frightening that I must stop everything and cower for several seconds, every 5 or so seconds, with NO DR protection; repeat. That kind of game-conceptualization is just ridiculously bad.

    You don't have to make "real-world" sense.. But you should attempt to make SOME sort of sense...

    Pets should never be able to CC anyone either. Again, just as an aside.. A pet is a Bot, essentially.. It should be their to spice up a class; not carry a class.
    Edited by SimonBelmont on February 27, 2021 5:05AM
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