[The Crucible] Perceived shift in difficulty - especially Crowd Control against players

Like all resists, CC resists cap at 80%. So 100% res with this cap enabled is functionally the same as 80% res, which reduces the duration of any incoming freezes by…80%.

Off the top of my head you cannot raise the cap of most CC res’s, but I don’t want to say that it absolutely can’t be done. It’s not a very common thing, though. You can overcap it, sure, in case some enemy were to reduce your freeze res (which I also don’t believe is a thing).

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Got it, I asked those questions in reverse. So yeah, if you’re fighting Moosi and the Crystal’s accumulate no matter what your freeze res is, you’re going to get halted while in range unless you can get those Crystal’s destroyed.

I’m new so I apologize for the noobie boobie questions, but what does skill disruption protection or whatever affect? Like if you’re in the middle of a mobility skill and you have max skill disrupt protection, if you get frozen or trapped, it’ll still disrupt the skill right?

Skill disruption is its own debuff. When you’re afflicted by it, all of your skills “go on cooldown” for the duration of the debuff. Resistance reduces that duration.

Because it’s impossible to get 100% Disruption Resistance (or, rather, impossible to raise the cap to that level), Skill Disruption Resistance is regarded as useless because it will always affect you to some measure, so it’s not worth going out of your way to accumulate said-resistance.

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Occultist exclusive skill gives 100% skill disruption protection though.

But basically it’s just like freeze res. Cant prevent freeze, cant prevent disruption?

my AAR builds say hi

Yes and it’s been complained about since time immemorial…or…since Possession was reworked into what it is now, anyways.

Sure, but Freeze/Stun/etc. are arguably a little more dangerous, being as they restrict movement. Trap does too but you can still attack.

If nothing else, always remember that for some reason, you can use Health Pots while CC’d!

@Knife Skill Disruption Resistance is VERY useful when capped. Grava charge or disrupt pool can literally end you because abilities like Ghoul and Prismatic Rage don’t work during disruption either. Grava charge which disrupts skills for 2 secs is one of the most dangerous things in Crucible.

If you have 0% disrupt res and find yourself in a disrupt pool - you won’t be able to use any of your skills until you leave the pool because the pool usually has 1 sec effect and refreshes it instantly. With 30% res you will be able to use movement ability or, say, Mirror after during the 0.3 sec window.

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This is absolutely not true, skill disruption resistance is a commodity that is just very hard to come by. I always try to fit arcane harmony pants in if I can.

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why would he believe your impression, he knows whether it changed or not, so there is no need to believe anything, esp not something that contradicts the facts

Sounds more like it is time for you to believe Zantai, even if that means your impression was wrong…

Damn man even the devotion abilities and procs? What about circuit breakers, they’ll at least work right?

It only effects activated abilities to my knowledge. Devotions etc will still work

Well thank god for that!

Still that’s seriously threatening for all your skills to suddenly go on cooldown especially if you’re also battling 2 or more big bosses or nemesis who can freeze/trap like moosi and Ben’jar. Trapped and in a disruption pool lol.

I had a video where i had Ghoul and Prismatic ready, Grava used his charge, none of them proced and i died. Ghoul is a devotion skill and a circuit breaker so i guess that answers the question.

Skill disruption matters. I will go after it because SR will hand your ass to you on buffet plate in one global cool down or less. Hence my above thoughts on CC res.

Minus sleep of course which seems to have no place and was a carry over from TQ.

After I think a bit more, the skill interruption matters more against heros it seems as opposed to bosses so much. Which makes it really good between boss rooms. Some of those floors have a flood of hero mobs that can really lay you out if combined with say grava and all that screen noise.

Not to mention AAR as someone else already mentioned or any other channel ability.

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I would say this, disruption is rare, done by few Basilisk mobs, heroes and most notably Grava. Disrupt causes all of your skills to go on CD and can’t be used. Usually having skill disrupt protection(slightly misleading) means the effect will be shorter, chance of enemy disrupt attack to succeed is still the same.

But, if you are disrupted, your first instinct will be to use movement skill to escape, but won’t work. Some disruption res will allow you to use quickly the rune. So disrupt have some application, but you can see why some players don’t hold it in high regard.

Oh and ofc Disrupt is useful if you are playing channeling skill build like AAR or FoI.

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That’s just simply not true and couldn’t be further away from truth. Skill disruption protection is one of the most coveted cc-resists in endgame, both in shards and Crucible.

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Is that one of the reasons Possession is so good?

Yes. Possession is very, very good.

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So to get the focus bending back towards the original purpose of this thread, is it possible then that maybe some kind of weird interaction between items, skills, and balancing changes could have affected the behaviors of skill disruption protection and CC effects? As in, there clearly was no intentional change to CC effects against players in particular that anyone is aware occured, but some kind of anomaly is causing the in-game mechanics to behave slightly differently to where CC effects against players appears to be more frequent and impactful?

Is that a possibility?

Honestly this feedback always finds its way into these threads every patch. All made by the same people and the ones who support them. 1.1.6.0 did introduce changes in cruci especially on storm beacons which mostly nerfed everyone. But CC has always been present in cruci. What changed the most is players’ perception on how the game should be played. It’s not necessarily building more glass cannons but changing the way you move inside cruci. The rotations, the buff/banner setup.

For example, during those days when Vanguard banner + 3 buffs was the common setup, people would usually camp in bottom left, where the banner is located - eliminating the bot left enemies early and finishing what’s remaining from the other sides.

Nowadays 4 beacons are widely used which led people to mostly play herding in center - and it alleviates aggro bugs, meaning you’re facing more enemies on average compared to vanguard setups making you more susceptible to cc.

It’s not just that. Even during patches where nothing changed in beacon setups (i.e. 1.1.5.2 to 1.1.6.0) this feedback is still prevalent - because as people find more ways to optimize times, it almost always leads to more dangers, or should I say, different dangers. I used to rush Dravis on 169 but switched to rushing Annie. Now I find Dravis to be the most dangerous boss on 169 instead of Annie or Korvaak because of this rotation.

I recognize that cruci somehow got harder but I also recognize that this is most likely due to the shift in my own gameplay rather than some mysterious changes in the patch notes that zantai somehow didn’t tell us.

And yeah I recognize that this won’t go well with the “zantai go fuck yourself and play your own game you know nothing” crowd

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