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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}}
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** 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

  • Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[6]

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]
    • In current Alpha-1 testing mounts are not separate from the player.[8]

There's also going to be effects that just stun the mount or stun you on the mount.[8]Steven Sharif

info-orange.pngThis section contains potentially outdated information from early testing phases.

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