Crowd control should not be based on RNG

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Post by JustVine on 2021-08-10 00:30:59

Stun (hard cc) is a binary situation. If it hits, then you get tremendous advantage. If it misses, you fight as you would if you didn't have it. In a team game? Stun equals delete with minimal team work. Free damage in a quick time to kill game like ashes? No amount of balancing can make 'not having a skill other than the hard cc' a trade off in a 'team' 'balanced' game with short time to kill game like ashes.

Noaani's 'solution' of 'get better gear/builds' won't get you to 100%. And if you can get to 100% then it is 'mandatory' to build because hard cc is just that strong.

Gear reducing stun chance or length is just a bandaid solution that quickly becomes mandatory in most games with hard cc (or worse, pure attack gear so you can burst before the stun happens.) Rng on stun is also a bandaid. If the stun had more prerequisites such as team skill combinations, or was simply not hard cc, there would be real adaptations to consider. But otherwise? Stale boring meta and gameplay.

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