Dev Journal: Crowd Control Changes
September 6, 2012 in News! by Motorskull
If you head over to the Diablo 3 official blog, you’ll see a new post about Crowd Control changes that will be implemented Soon™ (Patch 1.0.5).
It’s a long article, covering design philosophy, analysis of CC skills and their use, proposed systems to increase the effectiveness of CC at higher levels/difficulties and more.
To jump straight to the ‘important bit’ i.e.- “What is going to happen to my CC spells?” The answer is this:
How It Works:
- Monsters have a “CC resistance” that is stored on a per-monster basis.
- The CC resistance starts at 0%. For every 1 second CC that is applied to the monster, the monster receives 10% CC resistance.
- Monsters lose 10% of their CC resistance every second that they are not CC’d.
- Elite monster CC resistance is capped at the current reduction values already active for Elites. In other words, CC resistance on most Elite monsters is capped to:
- 35% in Normal
- 50% in Nightmare
- 65% in Hell
- 65% in Inferno
What This Means For the Player:
- From a high level, diminishing returns are applied on consecutive stuns to reduce their effectiveness.
- You will never get an “Immune” message due to diminishing returns.
- Diminishing returns on Elite monsters cap out at the same values that are currently applied to Elite reductions.
- As previous mentioned, this means that near-infinite CC strategies will still work. We’re okay with these strategies remaining viable, as we love how powerful it makes players feel. (That said, we will continue to keep an eye on these strategies and may make some changes in the future if we feel it will be better for the health of the game.
- If two players are in a co-op game, the order in which they apply their stuns doesn’t generally matter, so you shouldn’t feel totally “screwed over” by the other person applying their stun before yours.
- A character using only the occasional CC every 10-15 seconds will always get the full duration in all difficulty levels.
Head on over to the official blog to read the full article.
An absolute buff across the board for all classes… except if you are one of the idiots who comment on the blog post, in which case the sky is falling and your class has been nerfed into the ground.
It may actually get me to go back to using blind on my monk if it gives the full duration and is worthwhile using against elites for the initial cast.
Initial casting retains 100% effectiveness? I am all for giving this “new” system a shot.
Even with the moderate prospective confusion over its mechanics in a group setting, I think the benefits to CC builds vastly outweigh potential nerfs. Hopefully, this will open up a *lot* of late-game builds that include CC skills.
Thats the way I read it. Mobs start with 0% resistance to CC, for each second of CC applied they gain resistance to it, for each second of no CC they lose resistance.
So, for example, you get your full 3 seconds of blind on the first cast. The mob will build up resistance over the 3 seconds, but by the time blind’s cooldown is up the mobs resistance will have decreased again and you get the full 3 seconds on the next cast.
The previous example was for single player, multi-player will of course need a bit more coordination between CC casters to get the greatest effect.
Sounds good to me. A balancing pass on all CC skills will probably be required, but I think it would be more than worth it to eliminate this nasty trend of a lot of CC skills becoming useless by Nightmare difficulty.
I am a little surprised they did not already decide to incorporate a baseline CC resistance into all monsters as is, just like fire/lightning/cold/poison/arcane/whatever, as that might allow the Devs to make some monsters naturally CC resistant, which could be an interesting twist on gameplay (provided they distributed baseline CC resistance wisely).
I think this will be a great improvement. Not all they need to do is adjust the item mod descriptions for different modes so it actually represents its effect.