Template:Crowd control: Unterschied zwischen den Versionen
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* All [[Archetypes|archetypes]] will have their own versions of [[CC breaks]].{{video|2023-12-19|27m14|Sp4H9XdKHao}} | * All [[Archetypes|archetypes]] will have their own versions of [[CC breaks]].{{video|2023-12-19|27m14|Sp4H9XdKHao}} | ||
− | * CC effects do not apply to <span | + | * CC effects do not apply to <span class="flagging non-combatant">Non-combatant (green)</span> players. The target of a CC ability must be flagged in order to suffer the CC effects. This prevents players from opening attacks that stun non-combatant players during a pull for example.{{quote|CC_effects_do_notapply_to_non-combatants.png|link=https://youtu.be/Cvuj0DceOHI}} |
* [[Melee]] [[Archetypes|archetypes]] will offer various [[Mobility|mobility]] and [[CC]] counters against [[Ranged|ranged]] archetypes, such as the [[Ranger]].{{livestream|2023-12-19|1h16m19|L5DeC8wIcuM}}{{livestream|2022-09-30|51m28|GjEP4P5vDZI}} | * [[Melee]] [[Archetypes|archetypes]] will offer various [[Mobility|mobility]] and [[CC]] counters against [[Ranged|ranged]] archetypes, such as the [[Ranger]].{{livestream|2023-12-19|1h16m19|L5DeC8wIcuM}}{{livestream|2022-09-30|51m28|GjEP4P5vDZI}} |
Version vom 5. März 2024, 04:19 Uhr
Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[1][2]
- All archetypes will have their own versions of CC breaks.[3]
- CC effects do not apply to Non-combatant (green) players. The target of a CC ability must be flagged in order to suffer the CC effects. This prevents players from opening attacks that stun non-combatant players during a pull for example.[4]
- Melee archetypes will offer various mobility and CC counters against ranged archetypes, such as the Waldläufer.[5][6]
- Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[7]
- There's also going to be effects that just stun the mount or stun you on the mount.[7] – Steven Sharif
- Summoner's summons will be able to use crowd control.[8]
- There will be diminishing returns on stuns, sleep and slows so as to avoid stun locking.[2][9]
- Diminishing returns on CC effects have not yet been implemented in Alpha-1 testing.[10]
- Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.[2] – Steven Sharif
- Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[11]
- Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[12][13]
- Lockdowns won't likely be tab-targeted skills. This is to avoid imbalanced combos with skill shot (action targeted) abilities.[13]
- We're trying to stay away from hard locks as much as we possibly can. We want to have the system be very play, counter-play, counter-counter-play feel.[2] – Jeffrey Bard
- Soft CC's are in the tab-targeted abilities.[14]
- ↑ Liveübertragung, 2017-10-16 (25:56).
- ↑ 2.0 2.1 2.2 2.3 Liveübertragung, 2017-05-24 (45:12).
- ↑ Video, 2023-12-19 (27:14).
- ↑
- ↑ Liveübertragung, 2023-12-19 (1:16:19).
- ↑ Liveübertragung, 2022-09-30 (51:28).
- ↑ 7.0 7.1 7.2 Liveübertragung, 2021-04-30 (1:08:10).
- ↑
- ↑ Liveübertragung, 2018-02-09 (28:17).
- ↑ Liveübertragung, 2019-11-22 (1:06:25).
- ↑
- ↑ Podcast, 2018-08-04 (1:11:05).
- ↑ 13.0 13.1 Liveübertragung, 2018-04-8 (PM) (37:57).
- ↑ Podcast, 2018-08-04 (1:11:52).