Remove slow from the game

Or maybe play more of Reyna and her CC-breaking helix choice for her shield?
We might even another char with CC-breaker down the road?

I think that would be the better, teamplay encouraging option, instead of removing/nerfing CC.

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They should make it so your jump is not slowed. Also half the time your attack speed is also slowed.

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I never even thought slows were that much of a problem yes they well slow you but guarenteed death? No.
If they slow you slow back or use whatever you have or a skill to escape.

Making it so you cant get cc twice in a row is a bad idea imainge playing kelvin or ghalt your stun is unless they if someone cc that person before you. More than that ghalt trap wont to damage because they left way before the trap gone and kelvin stun does little damage anyway be unless without the stun.

Skills that do no damage like marquis time bubble and ghalt hook sorry they do nothing now because i was hit with a cc 2 seconds ago.

You be taking helixs and using skill to have them not work half the time. If they was a gear that made you immun to cc effects when hit by one for 3 seconds everyone would use it and be called op pretty quick yet some people want it passively?
If your getting cc 3 4 times in a row by diiferent players thats team work should we punish teamwork? Also if 3 players are focusing on you your dead because well 3 vs 1 it might be a teammate ccing them that might save you unless of course you hit them with cc to try and escape they your team cant help you(with this change)
Also where do we draw the line? Is it the same cc cant be used in conjuction, then all cc cant? Next people will complain ult are being used together(i have seen a fourm about it) skills? ATTACKS?
This is a team based game lets not make it so teamwork is not allowed.

From a solo player I feel I dont have to talk to my team unless they really clueless but with this change I will say ā€œgoing to slow this person no one else slow this person because it will be a wasted or I see you attack him have you slowed them? Or can I help you out.ā€ I like to relax so i dont want to be constantly talking.

As a side note they said character were getting wound so maybe some slows might be replaced with that.

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I kind of agree tbh but not so much the player slow effects. I refer to the turret slow effects.

As I have recently played as Galilea to master her and now moved onto Phoebe in order to master her with plans to move onto Rath after Phoebe.

Basically as a melee class in Meltdown Paradise as soon as an enemy runs up that hill im just like ā€˜ā– ā– ā– ā–  it you can live’ because of the ridiculous slow effect from those turrets. The number of times I have died to barely moving at a snails pace from those rear turrets is just stupid with barely any form of escape.

In the case of Galilea, yes you can drop underground but you are still slowed and you can be brought back up being stunned so that does ā– ā– ā– ā–  all to help.

In the case of Phoebe yeah I have Phasegate to back the ā– ā– ā– ā–  outta there at 0.5mph but it’s not always available as I use it mostly to engage fights than to leave.

In my opinion the Turrets slow effect is just too strong and literally has no counter as melee class. It is just death waiting to happen. I don’t mind if i get hit by something a player shoots or casts that slows because that’s fair play and credit to them for being the better player potentially but the turrets…literally I stay the ā– ā– ā– ā–  away from those now…

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I think the thumper turret placement in maps works quite well, actually. They should be a priority target when people need to move into the area, and will target minions before players giving a good window of opportunity to take them down without the risk of getting hit.

In particular, the fact that you can’t just charge a whole team in and out of the ā€œregroupā€ area risk-free on paradise as soon as the match starts means that there is at least some opportunity to kill some minions and beat a retreat when you’re outnumbered in your lane.

Sure, melee have it rough when dealing with them, but coordinating with ranged and/or minions just adds to the strategic dimension of the game in my opinion.

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I could not disagree more strongly.

The slow from thumper turrets keeps melees characters from running riot in enemy base, especially in the very beginning of the match. Slows from thumper turrets are what makes tower diving dangerous, because it sure isn’t the sentry.

Being slowed does not mean instant death, it never has. Are they annoying, yes. Are they gamebreakinig, no.

I have never experienced the constantly slowed feeling, but then again I watch out for enemy CC and thumper turrets. So when I get hit by slows, I’m usually expecting it.

Also if slow is removed from the game that would be another massive nerf for Phoebe who has already been reduced to a one trick pony since her short ranged stun was traded for a crappy conditional silence.

4 Likes

I love slows. i love using them. And I’d rather be slowed than silenced, stunned, or juggled by another player. As @Cadillac_Jenkins said, slow on thumper turrets is vital. I love it when I’m leaving base or switching lanes in Meltdown and have time to get to a minion group because of the thumper turret. Love it when someone is foolhardy enough to chase me to a thumper or accelerator and I can turn the tables on them.

Learn to take advantage of the slows and use them in your favor, even if you aren’t on a character with one.

3 Likes

But I have almost no issues with them too it’s just recently I have been mastering melee characters.

The problem is just that, a melee character can chase an enemy to a slither of health but the second they get up those ramps it’s game over and either you turn around and ā– ā– ā– ā–  off while taking potentially a lot of damage (thorn?) and potentially die because you can’t engage or you run into the LoS of the turrets to finish the enemy only to be slowed to a crawl so you either cannot keep in melee range to finish them or kill them to be swamped by 2 other players or even just one other player and die anyway.

Basically any point that begins with ā€œRemove X from the game,ā€ I pretty much discount. There’s nothing in this game so broken that it needs out-and-out removed, especially not a fundamental CC like slow.

Debuffing is a huge part of tactical play in any such strategic combat game whether it’s live speed or turn-by-turn. Slow is a huge part of that.

Anything can be solved with tinkering by the designers. I do think the CC-reducing gear needs a bit of a buff in how it works.

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+1 to that.

Gear exists to negate this issue.

-cc effect duration.

  • movement speed.

Also most characters have movement speed helix’s Thorn and whiskey foxtrot for example can push themselves back out of danger and neither of these should be up front anyway.

A lot of this comes down to simply not playing your character properly.

If you are rath… silence enemies before they capitalize on slow effects… he is an assassin and should be flanking people anyway. Any of the other melees can either go invisible, jump/run across the map by using a skill or have a shield.

El dragon, attikus, pheobe, kelven, boldur all have travel skills… all of them have a CC effect and are multi purpose.

Gala can put up shield, as can boldur.

Deande can stealth + movement buff.

The only time slow will get you killed when you are playing your character right is if you get ninja’d in the middle or after a fight. It happens.

TL;DR: this thread is pointless, git gud.

4 Likes

That’s maybe a bit of an over statement considering how many BB can slow you. It would mean not actually engaging the enemy in most cases. I understand the message your trying to make, but it’s just not possible.

I played a game earlier where Thorn, Mico and Alani sat outside our sentry corner. As soon as you went anywhere near you were slowed beyond escape as they all did it and attacked. Most of our team that ran out died. The fact nobody had a mic and there was (as usual) no communication, this is what happens in a lot of games.

I personally agree there should be a CC immunity for about 3secs after already being hit. Or, they actually make the CC items worth using, maybe 25-40% less.

I concur.

I was thinking instead of a % time reduction on CC maybe a % resist to CC.

I would really like a gear skill-set that would reduce the chance that you received a ā€œstatus effect,ā€ like @Cadillac_Jenkins pointed out. It would provide a way around slows/stuns without completely breaking a bunch of characters (those that rely on stun/slow to initiate).

I also like the idea of some sort of item that would immediately clear status effects (with a long cooldown) that someone pointed out (a la Smite, LoL, etc…)

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I’d love to see them change the Hate Reflector to let you dump CC effects afflicting you onto enemies with skill attacks or something of that nature.

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Because not playing sucks.

Being forced to sit there and watch yourself get killed is lame. It’s boring and more importantly: there’s no counter play. I can’t do anything to break free, fight back, or anything except sit there and watch myself die. (There’s a video below on counter play, if you’re interested)

A single stun is bad enough. Punishment for overextending or a reward for good play by my opponent. But when that can be chained and chained and chained … it requires no good play by my opponent, nor bad play by me. It warps the whole risk/reward scheme and kills the fun for both teams.

I mean, would you really enjoy killing a player that isn’t moving, and hasn’t been able to do anything for nearly 10 seconds (assuming they live that long) They’re a firing range target at point blank. A crash test dummy that you’re just unloading upon. That’s not really fun for anyone.

Okay, I worded that poorly. You can’t avoid CC entirely, but steps can be taken to take yourself out of that danger zone, if you know there’s CC coming avoid the engagement or bait the enemy into using their abilities then counter. No sense in charging in blind right into oncoming CC, if you know it’s there play strategically to gain the upper hand. CC wins matches, if you can’t avoid it use it.

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Think of how many popular characters have AOE slow effects. Avoid the encounter? How when you have Miko, Alani, Rath, Marquis, Thorn, Galilea and possibly more, they are the only ones I’m familiar with, casting AOE slows? ESPECIALLY in incursion where there’s so many chokepoints, how are you avoiding all of this? The right combo of characters can leave you no choice but to get slowed or cower behind a wall waiting for them to come to you in which case you’re getting slowed anyway. Playing so cautiously all because of one BS CC effect that the devs feel apparently just NEEDS to be in the game is not fun.

Previously shown on Our Happy Nerf Fest, our members have called for a nerf on EVERY single character in this game, including, but not limited to: Toby, Attikus, Deande, and even WF, along with most gear, and the ability to stack gear!

On this episode, we are now calling for nerfs on different CCs, as you may have previously seen members request a nerf on pull, silence, and stuns. That only leaves for slow to be considered too for today! I surely hope you can contribute to this in an attempt to make this game 100% life(less)!

Don’t forget to tune in next time to your VERY favorite, Our Happy Nerf Fest, because we will next be discussing how the maps require nerfs and are damaging to the flow of the game! See you around next time folks.

9 Likes

I have no problem with slows but I hate how there’s different intensities of it and they can stack if your hit with multiple