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Difference between revisions of "Template:Crowd control"
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* There will be diminishing returns on stuns, sleep and slows so as to avoid [[Definition:Stun locking|stun locking]].{{livestream|24 May 2017|45m12|KCr9yh2Y97I}}{{livestream|9 February 2018|28m17|w8eehrdIIXI}} | * There will be diminishing returns on stuns, sleep and slows so as to avoid [[Definition:Stun locking|stun locking]].{{livestream|24 May 2017|45m12|KCr9yh2Y97I}}{{livestream|9 February 2018|28m17|w8eehrdIIXI}} | ||
+ | ** As of May 28, 2021, diminishing returns on CC effects have not yet been implemented in the [[Alpha-1 testing]].{{livestream|November 22 2019|1h06m25|A1SjmI_SOgo}} | ||
<blockquote>''Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that kind of thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.''{{livestream|24 May 2017|45m12|KCr9yh2Y97I}}{{ndash|[[Steven Sharif]]}}</blockquote> | <blockquote>''Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that kind of thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.''{{livestream|24 May 2017|45m12|KCr9yh2Y97I}}{{ndash|[[Steven Sharif]]}}</blockquote> |
Revision as of 00:57, 3 June 2021
Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[1][2]
- There will be diminishing returns on stuns, sleep and slows so as to avoid stun locking.[2][3]
- As of May 28, 2021, diminishing returns on CC effects have not yet been implemented in the Alpha-1 testing.[4]
Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that kind of thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.[2] – Steven Sharif
- Crowd control won't likely be tab-targeted skills. This is to avoid imbalanced combos with skill shot (action targeted) abilities.[5]
- Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[6]
- Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[7][5]
We're trying to stay away from hard locks as much as we possibly can. We want to have the system be very play, counter-play, counter-counter-play kind of feel.[2] – Jeffrey Bard
- Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[8]
There's also going to be effects that just stun the mount or stun you on the mount.[8] – Steven Sharif
- Summoner's summons will be able to use crowd control.[9]
- None -
- ↑ Livestream, October 16, 2017 (25:56).
- ↑ 2.0 2.1 2.2 2.3 Livestream, May 24, 2017 (45:12).
- ↑ Livestream, February 9, 2018 (28:17).
- ↑ Livestream, November 22, 2019 (1:06:25).
- ↑ 5.0 5.1 Livestream, 8 April 2018 (PM) (37:57).
- ↑
- ↑ Podcast, August 4, 2018 (1:11:05).
- ↑ 8.0 8.1 8.2 Livestream, April 30, 2021 (1:08:10).
- ↑