CC Reduction Gear

The fact that there’s only three slots to play with means each of the three items in your loadout need to be doing some real work for you to earn its place, and CC gear certainly doesn’t measure up. The percentages and cost of anti-CC gear seem to be running on the same numbers as other gear like attack speed and attack damage, but the difference +15% damage or +15% attack speed makes to a character compared to -15% stun duration is night-and-day.

Considering most CC lasts 1.5 to 2 seconds, slicing a fifth of a second off won’t even be perceptible the majority of the time. If it was more in the region of 25-30% CC reduction as a primary stat with a 10-15% showing up as secondary, I might consider dedicating one of my precious, precious loadout slots to it, 'cause a 40% reduction would actually make a tangible difference. But even then it would still be competing for space with constant benefits like 15% attack damage or +400 hit points, and its inclusion would still depend on the character I’m gearing up.

CC reduction is worthless, yeah. The values are too low for them to matter at all, and I’m not a fan of CC reduction as a mechanic in general… I feel like if I have a skill that stuns someone for 2 seconds, they should be stunned for those 2 seconds. It should be replaced by another effect entirely, in my opinion. It IS a helmet, make it critical hit protection.

But if it has to stay, then the values on it have to be in the 30% to 40% range for it to be worthwhile. Halving it may be too heavy.

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This. Most logical example/suggestion.

I’m all for characters getting specific cc reduction or gear getting a big buff, but probably not both. Stuns lasting half a second and slows lasting .75 seconds with fully stacked gear seems like it would be about balanced for having no attack gear slotted. Stick the minors only on majors like shards and health (to promote an actual tank playstyle) or something.

Gear stacking that on attikus would go a long way to making him very viable without any more skill tweaks probably. He has the highest damage in the game… its just to easy to stop him from applying it.

Ghalt can Skill a CC immunity. Once you reach character Level 12 with Ghalt, you Unlock his last Mutation. The Mutation is on Level 10 and grants a full CC immunity while the gunzerker Mode is active. So at least while his Ulti is active he is immune

Like others, I too sold all my -CC gear on the spot. I needs me that money and -CC gear isn’t something I would want to use. I’ll take that 2 second stun like a champ and like it!

Removing 100% CC duration on a legendary piece of gear could actually be kind of cool though.

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.

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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)