I know that enemies eventually become immune to hard cc (stun, frozen), but what about soft cc (fear, slow movement)? What are the exact interactions of soft cc on enemies? Thx in advance.
I don’t think there is any cap on Slow/Chill. However, I think Fearing might count as a Hard CC that affects a mob’s CC timer.
Also, if you’re looking to maximize damage during a CoE phase, such as with a Bone Spear necro, you can simply avoid proccing stuns between CoE phases and give the mob/Elite/RG’s stun timer … time to reset itself. You’ll then notice you can consistently stun at the right times.
If you’re looking to do something like that, you’ll also want to take off any extra hard CC on gear, and take of blinds, stuns, and roots from followers.
Ah, I see, I was confusing fear with taunt.
Then it’s slow/chill/taunt that has no cap.
taunt is a hard cc. please read the guide at
maxroll.gg/resources/crowd-control-explained
Not sure if this is concrete-related or just a broad discussion topic but I certainly hope to see things like:
- Destructible walls (as opposed to Waller affix)
- Destructible turrets (as opposed to Mortar affix)
- Destructible chains (as opposed to FireChains affix)
- Destructible cages (as opposed to Jailer)
- Destructible coils (as opposed to Thunderstorm)
You GET the idea… , once THAT has been well developed/thought-of can then be used to broaden/apply the concept to more than just elites (and have elites things like those modified to be more destructive/effective, like barbed wall or wall with arrows shooting in a direction for ex., still destructive but harder to cope with)
Think THAT is what I’d certainly like to see more of in D4 (if that was the discussion about in a way, otherwise, sry 4 derailing :P)
It’s at the game guide. Here:
https://us.diablo3.com/en-gb/game/guide/gameplay/game-difficulty#monster-resistances
Here I quote:
- Movement Slows: These effects reduce a monster’s movement speed, making them easier to evade and less likely to reach you with close-range attacks. While movement-slowing abilities can be constantly re-applied on monsters without duration penalties, Champions, Minions, Rares, and Bosses reduce the movement-slowing rate of these effects by 25%. For example, inflicting a 60% movement slow on a Boss will only reduce its movement speed by 45%.
- Attack Speed Slows: Attack Speed Slows diminish a monster’s attack speed, and can also be re-applied indefinitely without duration penalties. Attack Speed Slows are 100% effective against normal monsters. Champions, Minions, Rares, and Bosses reduce the effectiveness of Attack Speed Slows by 65%.
I think Fear is classified as a hard crowd control. I quote again:
- Hard Crowd Control Resistance: Hard crowd control effects—such as Stun, Blind, Charm and Fear—severely hinder the effectiveness of monsters by rendering them unable to use abilities.