A reason I haven’t enjoyed m+ this season is because of the change cc doesn’t “kick” mobs now. I feel like the best solution would be to just make it work like it used to but have like 3 ccs and then the mob is “unstoppable.” When a mob in Diablo 4 is unstoppable they get an icon above their head letting the player know they can’t cc the enemy at that time. It last a few seconds then you can cc again. You could still kick the enemy if they cast something, but a stun or blind wouldn’t work anymore. The duration and amount of times you can cc could be changed as a balancing tool. I feel like this is the best solution because there are all these hidden diminishing returns for each cc type and it’s not very intuitive for new players. I don’t pvp but I feel like it could work there too. Letting you know the enemy player is “unstoppable.” Is there a reason they don’t use this idea?
Edit: I think I wasn’t exactly clear on what I mean so I will try to give an example of what I think would be ideal. There are 2 types of CC, Hard CC, and knock back CC, but also interrupts. Interrupts always work on interruptable casts. Hard CC gets 3 CCs that have full effectiveness then become immune to them. So anything like a blind, stun, incap, hex, and so on. Also do a school lock out like they used to. Knock back CCs get 2 and they become immune, interrupts but doesn’t do a school lock out. More used as a displacement/backup temperary kick. Things like typhoon or tail swipe. Knock back CC has some kind of art around the target frames UIs picture, above the enemies head, and a buff icon. (think like the unstoppable UI element in Diablo 4). Hard CC has art in the middle of the target frame UIs picture, above the enemies head, and a buff icon. (Think like the immune UI element in Diablo 4).
submitted by /u/Bassoboe
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r/wow A reason I haven’t enjoyed m+ this season is because of the change cc doesn’t “kick” mobs now. I feel like the best solution would be to just make it work like it used to but have like 3 ccs and then the mob is “unstoppable.” When a mob in Diablo 4 is unstoppable they get an icon above their head letting the player know they can’t cc the enemy at that time. It last a few seconds then you can cc again. You could still kick the enemy if they cast something, but a stun or blind wouldn’t work anymore. The duration and amount of times you can cc could be changed as a balancing tool. I feel like this is the best solution because there are all these hidden diminishing returns for each cc type and it’s not very intuitive for new players. I don’t pvp but I feel like it could work there too. Letting you know the enemy player is “unstoppable.” Is there a reason they don’t use this idea? Edit: I think I wasn’t exactly clear on what I mean so I will try to give an example of what I think would be ideal. There are 2 types of CC, Hard CC, and knock back CC, but also interrupts. Interrupts always work on interruptable casts. Hard CC gets 3 CCs that have full effectiveness then become immune to them. So anything like a blind, stun, incap, hex, and so on. Also do a school lock out like they used to. Knock back CCs get 2 and they become immune, interrupts but doesn’t do a school lock out. More used as a displacement/backup temperary kick. Things like typhoon or tail swipe. Knock back CC has some kind of art around the target frames UIs picture, above the enemies head, and a buff icon. (think like the unstoppable UI element in Diablo 4). Hard CC has art in the middle of the target frame UIs picture, above the enemies head, and a buff icon. (Think like the immune UI element in Diablo 4). submitted by /u/Bassoboe [link] [comments]
A reason I haven’t enjoyed m+ this season is because of the change cc doesn’t “kick” mobs now. I feel like the best solution would be to just make it work like it used to but have like 3 ccs and then the mob is “unstoppable.” When a mob in Diablo 4 is unstoppable they get an icon above their head letting the player know they can’t cc the enemy at that time. It last a few seconds then you can cc again. You could still kick the enemy if they cast something, but a stun or blind wouldn’t work anymore. The duration and amount of times you can cc could be changed as a balancing tool. I feel like this is the best solution because there are all these hidden diminishing returns for each cc type and it’s not very intuitive for new players. I don’t pvp but I feel like it could work there too. Letting you know the enemy player is “unstoppable.” Is there a reason they don’t use this idea?
Edit: I think I wasn’t exactly clear on what I mean so I will try to give an example of what I think would be ideal. There are 2 types of CC, Hard CC, and knock back CC, but also interrupts. Interrupts always work on interruptable casts. Hard CC gets 3 CCs that have full effectiveness then become immune to them. So anything like a blind, stun, incap, hex, and so on. Also do a school lock out like they used to. Knock back CCs get 2 and they become immune, interrupts but doesn’t do a school lock out. More used as a displacement/backup temperary kick. Things like typhoon or tail swipe. Knock back CC has some kind of art around the target frames UIs picture, above the enemies head, and a buff icon. (think like the unstoppable UI element in Diablo 4). Hard CC has art in the middle of the target frame UIs picture, above the enemies head, and a buff icon. (Think like the immune UI element in Diablo 4).
submitted by /u/Bassoboe
[link] [comments]