Channeled Skill CC Feedback

That does sound cool, if this mechanic existed :laughing:

:spiral_notepad: for GD 2 engine then :slightly_smiling_face:

1 Like

The first option to spin to win please.

I am torn between EoR-only and saying don’t do it at all. I think this is a pretty good question:

If it is done, I think it should be with option 2, so that you have to cap the skill to get full immunity. But, really, why should EoR get to ignore a core mechanic?

I think it should not be introduced at all and i agree with thepowerofmediocrity point of view in it.

4 Likes

it’s either EoR or nothing. other channeling skills became pretty much ā€œholm RMB to winā€. and I can’t say I don’t love holding RMB and winning but this doesn’t feel right.

3 Likes

It kind of does, doesn’t it? OFF has that mechanic by having both freeze and slowdown effects.
That said, I don’t know if it’s a good idea to put slow on all the cc. :sweat_smile:

Personally I’d be for putting this on EoR/Voracious Reach only. IIRC Whirlwind in D3 had it and it felt quite nice to have that level of reliability on a skill that requires movement to function. And unlike in D3, in GD this immunity wouldn’t come cheap. The player still needs to max out their CC res for the chanelling bonus to get them over the cap and grant immunity, so it’s not like this is removing the need to get an important stat on your build. I even like it flavour-wise. It makes sense that you don’t freeze or get stunned. You’re spinning at breakneck speed, any icing will immediately break and momentum will carry you through a stun.

Alternatively, if it was possible to fix the rechannel issues (and also animation issues because sometimes the EoR effect around the character works, but the character model is just standing motionless) and make the start animation faster like others are asking (personally don’t remember feeling that issue but it’s been a while), EoR would probably feel good enough as is.

2 Likes

The below is referring to EoR specifically, since all the other channeling skills can begin from range where you’re safe from interruptions.

RE: Flavour-wise, enemies should have differing amounts of power. As it is, any hero with a freeze attack interrupts your character, no matter how much you build into the freeze res stat. IMO, bosses like Moosilauke should be able to have significantly more freezing power than Hero Jimbob Billybob from Ugdenbog. Here are some avenues I would explore:

  1. Make it so that the initial windup is an attack in itself, with some way to prevent the player from spamming the initial attack. That way the player can have enough damage to break through chain interruptions such as Freezing Crystals.

  2. Introduce Max Stun / Freeze / Petrify Res as something you can fix through gear / mastery skills. Top players already call Oathkeeper the best supporting mastery with the worst active skills, so I’m not sure how we can balance that, but Soldiers should be able to ignore stun, Nightblades and Demos ignore Freeze, Necromancers ignoring Petrify, and so forth.

This would also help with lesser used devotion constellations, as it would be a conscious choice to trade-off clear speed for consistency. LoE has been very lonely, and since the Blue-Yellow constellations are known for their defensiveness, adding CC Max resistances there would make them much more competitive than they currently are.

  1. Changing enemy encounters so that many attacks that currently interrupt the player instead apply a -CC resist debuff so that players have a second chance to kill the offending name before it has a chance to actually inflict the interruption. Have it so that Moose’s Freeze Crystals apply -Freeze Res shred so that the Nemesis’ Freeze is that much more impactful.

All of these have the benefit of giving the player agency to create builds while also not giving specific privileges to certain skills.

Option 1: Make max resistance temporary. This would also solve the problem of Bosses/Nemesis being almost immune to CC.
Option 2: Link max resistance to spirit. For example, 1% for every 100 points.

:point_up:

We can all come up with fantastic reinventions of the crowd control system, but that’s not happening and is not on the table.

Max CC resist is not something that is going to become widely available.

The more I think about it, if there is no friction to get the stat I don’t feel it should be free on any one specific skill or any others. Sorry. Better to just remove the delay on EoR’s wind up if that’s the case.

2 Likes

I want to repeat my concern from here:

There needs to be more sources of petrify and skill disruption res in the game.

2 Likes

Most of all, EoR needs it - other channeling skills don’t suffer from constant interruptions, stagnations, and dullness. However, the most desirable feature would be the removal of character collisions during EoR casting, allowing players to freely pass through mob packs without stumbling, as is implemented in other ARPGs.

1 Like

Personnaly, I’m happy with a 100% resist to stun/freeze/trap AAR build, but yeah, it might be a bit too good. Unless CC resistance reduction become widespread among mob. Currently, how many have access to that kind o debuff ?

As for EoR, is the wind-up animation fixed or does it benefit from attack speed bonus ?