Hey folks,
By now I’ve tried several skill options on different skills on different professions. I am of the opinion that the effectiveness of all the different CC effects is underwhelming.
Here’s a short summary of the availible CC effects and why I think they are to weak. “Gambling CCs” are those effects that can be procced via skills as well as only through special affixes on gear and only have a chance to be applied. “Certainly CCs” I named those that only can proc through skills, but have a guaranteed effect on enemies.
Gambling CCs
- Stun -> chances and duration way to low to add noticable utility to a build, even less effective at higher enemy level
- Freeze -> chances and duration way to low to add noticable utility to a build, even less effective at higher enemy level
- Slow -> The duration is way to slow to have any impact in a fight
- Chill -> Propably underrated by me and not used exessively so far
- Blind -> Same as chill. But I think it should not only affect the accuracy of ranged attacks but also of melee attacks as well
Certainly CCs
- Knockback -> Distance is too short. In combination with the relatively fast movement speed of many of the enemies and their attack range there’s no utility right now. Maybe add a little stun after the knockback
- Pull -> Enemies with movement skills can escape the pull effect at full speed. Either make this impossible or add a slow effect to these movement skills so you can dodge them
- Fear -> Very short duration on all skills that proc fear. After fearing them once they are immune. This effect should last a bit longer. Also the enemies should loose their immunity after a specific duration
Now to the main issue I have:
Stun Chance and Freeze Rate Multiplier (perhaps rename it to Freeze Chance ) are both related to the enemy hp. The higher the enemies hp pool, the lower the chances to proc that effect.
The good thing is that those modifiers are additive. So 2 items with +20% stun chance increase your chars stun chance by 40%. This ends in increased stun chances between 300-600% because you can also combine stun chance and melee stun chance that work additive, too. But 600% stun chance does not guarantee that you will stun the enemy because it’s all just an increase of your stun chance.
The formular is shown on mousover on the character sheet. It takes your damage and increased stun chance into account, also the enemy’s max health, ward and stun avoidance. So only the game knows deep inside its code what your chances are because we only know exactly the increased stun chance our gear provides and roughly our damage when looking at the numbers popping up during the fight.
So with higher enemy levels the chance to stun an enemy gets very low. Using skill nodes that give a bonus on stun chance is useless as long as you don’t stack stun chance on your gear. The opposite (stacking stun chance on gear without usig additional skill nodes) doesn’t pay off either.
Freeze has a very similar formular where the Freeze rate is calculated in relation of your freeze rate multiplier and enemy’s max health. Similar result: higher enemy level, freeze rate nonexistent.
Also the duration of a stun or freeze is not affected by your chance modifiers. Stun duration can only be increased with idols (I only remember drain live having a skill node to increase stun duration). This results in stuns being no stuns, but only a short animation interruption. Sometimes it’s very hard to even recognize if you have stuned an enemy because of its ultra short duration.
This renders freeze and stun effects of skills near to useless. It’s only viable early to midgame. Stacking stun and freeze multipliers on endgame gear is not effective. You will lack more important affixes like damage and protections. It would work if the CCs would work as an additional layer of defence. My suggestion would be to make freeze and stun viable so you can survive endgame by effectively using CCs while sacrificing protections for better CC effects.
The following changes are necessary in my opinion:
-
Gambling CCs should get fix proc rates without any relation to enemy max hp.
To prevent stun/freeze locking enemies, they get a immunity to a CC for a short duration. The duration of immunity on bosses is longer so you can stun them with the same chances as normal enemies but less often. -
Gambling CC chances should also increase duration. For example 300% stun chance could mean you get a guaranteed stun with your first hit and 3x the usual duration.
The other Gambling CCs are also feeling week and seem to have no remarkable impact on the combat. I’d like to see them as additional effects on hybrid affixes.
For example:
- bleed chance + slow
- ignite / shock chance + blind
- protections while channeling + chill
This is because I think these effects are not important enough to be crafted on engame gear where they block slots for more important affixes. They have no place in the current endgame builds.
I’d love to see CCs having an impact on gameplay and get more viable on builds. This would also make skill routes like stun for forge strike or lunge on Sentinel playable. Or ice nova on Mage.
Why not let a stun last 2 seconds? Even on bosses. This goes for all CCs. Would be awesome to fear-freeze-stun lock a boss in multiplayer for the first 6 seconds by combining the abilities of different classes in a group. Make enemies immune to every effect for X seconds after the application. Perhaps even lower the chances for all CCs after the first proc about 50% and shorten the duration by 0.5 seconds for every following CC. This can be the oportunity to spice up the bossfights by increasing the damage of a boss’s attacks, but give the player chances to interrupt and avoid these attacks by using CCs.