CCC: Crowd Control Compilation
I decided to make a thread for people to compile their ideas in one place to deal with probably the largest balance issue of the moment: crowd control, or in other words, snares / stuns / silences etc. The problem? They are too prevalent and too stackable. It's far too easy to simply take opponents out of a battle for long periods of time.
Here are some of my ideas:
- As a general rule, no stun should last longer than 2 seconds
- As a general rule, snares should cap at -25% movement speed (snares should not stack beyond that point).
- Silence should not last longer than 5 seconds.
- Roots should not last longer than 6 seconds.
- Stacking of CC should be limited by adding immunity timers. After a player has been stunned, they get a buff that makes them immune to CC effects of the same type for a certain amount of time. A good amount would probably be 5-10 seconds. So, for example, if you're stunned, you can't be stunned again for 5-10 seconds, but you can be rooted or silenced. This shouldn't apply to snares because of the amount of passive snares in the game that are reapplied automatically with each attack. Limiting snares to -25% should be sufficient as a general balancing move.
Individual skill changes:
- Frost Nova and Mass Charm should be changed from stuns to PBAoE Roots. Players can still use skills, attack, etc, they simply can't move. Given that Frost TBs can already extend cooldowns and slow enemies, changing the stun to a root seems more than fair. Erebus is certainly not deserving of a nerf, but lowering the mana cost and cast time of this ability while increasing the radius will make Mass Charm still a very useful skill.
- Boulder Roll stays a stun, but stuns for a much shorter time (.5-1 second) and snares / reduces attack speed for a longer period afterwards. Yeah, this will make it a lot harder to do Boulder Roll + Hammer Smash, and more difficult to coordinate team ganks with a ranged stun. My answer: GOOD. Finally.
- UB Grasp, since it holds the UB in one place, can stay the same.
I don't have any more specific skill changes, but I'd like to see more abilities have secondary debuff effects (like reduced attack speed / reduced armor / reduced weapon damage or DoTs) instead of effects that limit player mobility or use of skills. Also, investing heavily in abilities that hinder opponents should come with a tradeoff for damage. You shouldn't be able to slow down, impair, stun, or otherwise debilitate the enemy (control battle) and still be able to deal lots of damage very quickly. This is the biggest problem with the Ice TB at the moment.
Overall, the point of this is to severely limit the amount of time that a player can ever spend being removed from combat. I don't care how difficult it is, or whether it's possible to avoid through the use of items or otherwise, it's never okay to allow players to spend a large portion of battle simply watching. This is unfortunately the case at the moment when you have abilities like Frost Nova and Boulder Roll stacking for long periods of time.
What are your ideas?