I would prefer having Deminishing Returns to CC and being immune to stun for some time right after being stunned. It seems that in competetive PvP when people are playing with voice you could potentially slay players during a chain of two stuns in a row.
Realistically I dont see that being a major issue, and chaining slows are pretty vital to reyna and to a lesser extent a kiting thorn. In high end team gameplay there will most likely just be gank squads because the TTK for 5v1 is already less than 2 seconds, possibly utilizing pulls from shayne or ghalt to line people up. Maybe it could be a thing for stuns only, but then knockups take over the meta. IDk. I’d hust like to see all gear choices be viable really
CC isn’t really an issue mostly because there is -CC duration items. Even still most CC is used to secure a kill.
Thats what this thread is about though. There really isnt CC reduction items now
Really? I played the beta on Xbone and i have several in my im bank.
All at a combined level of maybe 20-25%, which is useless.
Later in my time playing I tried to learn which characters had stuns or their helix would turn skills into stuns. Doing so allowed me to avoid the skills altogether for the most part.
But I agree with the general consensus that CC items not worth taking.
I feel like the CC gear should be roughly doubled in power.
I am 100% sure that in competetive PvP of Battleborn stuns will be used a lot and they will be starting rotation for ganking. Otherwise your target will get invisible (Deande,Oscar Mike, Shayne etc) jump away from the battle like Attikus, fly away like Benedict etc.
In my opinion stuns would rule ganking and average team during competetive PvP will have 2 stuns on characters atleast.
I was concerned only about stuns. Moving impairing effects do not have to require deminishing returns imho.
I mean its certainly possible that using 2 stuns on 1 kill might occur, but with the right team comp it probably isnt needed or practicle as only a select few characters get stuns and even fewer get ranged stuns. TTK in an organised team just shouldn’t be longer than 2-3 seconds anyways, and thats pushing it. If it ends up an issue then sure, diminishing returns for stuns only should be looked at. I just don’t really see it becoming a common thing.
I hope we will see very soon how the things go with competetive PvP. I played Shayne with his stun talent 100% of the time and could end some games with 20-25 kills per game (even the games that we actually lost) and stuns seem to be extremely powerful when used at the right place and time. And these games I played with and against some random people. I just dont want this game to become - whos stuns the first wins the fight.
Also Reyna’s Debuff (target recieves additional damage) into stun seem to kill target in few seconds. Might be another issue =) I just hope developers will have their eye on the balance and will be releasing updates with balance changes.
Stuns crush those who are caught alone, and those without a team who are paying attention. When people get better at the game, they can respond to things better and position themselves better. Until then, stuns will mostly equal death. This doesn’t mean stun duration needs to be gimped by CC gear, it just needs people need to wise up.
“Shayne got stun, keep an eye out for the shimmer and don’t get caught alone if you can help it”
3000 hours in dota, I’m used to people chaining stuns to be effective, people die quickly in that game as well, it’s just a matter of positioning and map awareness.
In that case remove CC gear entirely. Its totally useless now being the problem at hand. Even once people git gud stuns will still equal death and are quite often unavoidable. It would be nice to at least have the option to lose damage output but better ward against them (and all other CC effects)
In comes the issue of blind pick. Reyna has the glorious ability to use her shield to purge debuffs, like stuns. If they’re stun heavy, pick reyna. You’ll give them that lifesaving burst of survive, and purge the stun… But you can’t make intelligent team composition picks unless you can see what the enemy team is picking… The game needs a picking system like the ranked modes in dota or league, where each team picks one character sequentially. It would allow the counters that exist to actually be picked, instead of guessed.
A bit of an offensive statement dont you think? This isnt the sort place to speak in such ways. Using a specific group of people to describe another in such regard.
So please dont.
There are a few semi-useless gear stats, CC reduction and HP regen are probably the main ones.
I think HP regen is alright. The effects are large enough to matter on the characters looking for that sort of sustain, anyone who is being pretty mobile. They’re not going to help a tank though, at least not really.
Have you used it though? Even if you stack it’s barely noticeable.
I did not, however grabbing any health regen nodes on a tank (Boldur, Kelvin) was always noticible even with their big chunks of health. It keeps you from being whittled down slowly by a Reyna, Miko, Oscar, Caldarius, Mellka, or the like while trying to guard your lane. I’m sure on a lower health hero something like 5 or 6 hp a second would feel more powerful than 7 hp a second on a 3k+ hp kelvin.
I guess you’re right, it could make a difference if you had no healer. Still what that CC eh? 