12-09-2019, 05:20 PM
It seems to be obvious for everyone already that the stun's galore is a hard to ignore problem, maybe this could be a good idea to balance things up when it comes down to CC in general, or at least kickstart some thoughts on the matter. I'm sure someone smarter than me can make this whole idea better.
First off, reworking how the CCs are distributed seems to be a good step in the right direction for this issue. With that idea in mind, dividing the types of CC present in the game by tiers could be an interesting take.
Tier 2 CC being 'soft' ones, such as slows, bleeds, burns. Things that do not prevent the target's movement nor hinder them out of reaction from attackers.
Tier 1 CC being 'hard' ones, such as stuns, roots, and confusion. Things that directly stop or prevent the target's movements and reaction.
Unique CC would be things that are too specific to not fall in other cathegories. DR reduction for instances, or other fun stuff that some hiddens could come up with.
Now this is where the redistribuition of CCs and the actual rework would come into play. With those terms in mind, a good balance would be so that the basic spell trees (Fire, Water, Wind, Armed, etc) would only have access to Tier 2 CC. And most importantly, each tree would only have one CC available within their spells.
The 'hard' or Tier 1 CC such as stuns and roots, would be moved to advanced spell trees (Ice, Metal, Bones), and those wouldn't have T2 CC on their spells. Only having access to T1 ones. And just like the basic spell trees, there would be only a single CC within each specific tree.
The general idea with this is so that people can work their build more based on what type of CC they'd want (besides IC flavor) rather than how many. For instance, a basic mage who wants to have access to slow, would choose Wind (which would have 1 slow only, the Flurry), or someone seeking for a more aggressive type of CC, would go for Fire (With a single CC on it as well, Burn, put somewhere at one of the spells within Fire).
Other than that, it would prevent 'builds' to abuse the heavy use of Stuns, since realistically a common character build would have access to 1 T2 CC, and 1 T1 CC only (One slow and one stun, or one blee and one root, etc) on their hotbar, instead having access to multiple types of stuns that could potentially be used in a chain reaction to the point of abuse. Maybe if someone were to take the extra step, it would be possible to have more CCs if they dipped into other trees as well, but that wouldn't be the norm.
This way, limiting each spell tree to 1 CC, and moving the 'hard' CCs to advanced spell trees, the builds would have more IC flavor than how overpowered they are with Stuns galore, rewarding more your verbing skills and your IC approach to the build, than the number of CCs you have on your bar (Which would be probably just 2).
First off, reworking how the CCs are distributed seems to be a good step in the right direction for this issue. With that idea in mind, dividing the types of CC present in the game by tiers could be an interesting take.
Tier 2 CC being 'soft' ones, such as slows, bleeds, burns. Things that do not prevent the target's movement nor hinder them out of reaction from attackers.
Tier 1 CC being 'hard' ones, such as stuns, roots, and confusion. Things that directly stop or prevent the target's movements and reaction.
Unique CC would be things that are too specific to not fall in other cathegories. DR reduction for instances, or other fun stuff that some hiddens could come up with.
Now this is where the redistribuition of CCs and the actual rework would come into play. With those terms in mind, a good balance would be so that the basic spell trees (Fire, Water, Wind, Armed, etc) would only have access to Tier 2 CC. And most importantly, each tree would only have one CC available within their spells.
The 'hard' or Tier 1 CC such as stuns and roots, would be moved to advanced spell trees (Ice, Metal, Bones), and those wouldn't have T2 CC on their spells. Only having access to T1 ones. And just like the basic spell trees, there would be only a single CC within each specific tree.
The general idea with this is so that people can work their build more based on what type of CC they'd want (besides IC flavor) rather than how many. For instance, a basic mage who wants to have access to slow, would choose Wind (which would have 1 slow only, the Flurry), or someone seeking for a more aggressive type of CC, would go for Fire (With a single CC on it as well, Burn, put somewhere at one of the spells within Fire).
Other than that, it would prevent 'builds' to abuse the heavy use of Stuns, since realistically a common character build would have access to 1 T2 CC, and 1 T1 CC only (One slow and one stun, or one blee and one root, etc) on their hotbar, instead having access to multiple types of stuns that could potentially be used in a chain reaction to the point of abuse. Maybe if someone were to take the extra step, it would be possible to have more CCs if they dipped into other trees as well, but that wouldn't be the norm.
This way, limiting each spell tree to 1 CC, and moving the 'hard' CCs to advanced spell trees, the builds would have more IC flavor than how overpowered they are with Stuns galore, rewarding more your verbing skills and your IC approach to the build, than the number of CCs you have on your bar (Which would be probably just 2).