I hope one or both of the below solutions are considered and implemented:
More new heroes with baseline CC immunity or resistance, with examples of existing ones being Deathwing, Leoric, Johanna or a very cleverly-played Qhira/Maiev/Butcher
More new healers or supports that specialise in removing CC from oneself or allies with well timed cleanses available as a baseline ability. Existing examples include Anduin and Brightwing D’s which have very long cooldowns. I’m thinking of one that has a much shorter cooldown cleanse baseline, for the tradeoff of having significantly lower overall healing numbers.
Something like Kharazim’s dash cleanse, but comes online much sooner than level 16. Which requires some thinking and skill to use, and is high enough cooldown to not be spammable (say, 20-30s).
This need big change and soon. In this moment is like big rush to backline whitout care becouse they know there is nothing to stop or evoid them. Medailon maybe broke some heroes but they shoud let it atleast on healers and maybe some specific heroes.
Diminishing returns on the amount of hard & soft CC you receive all at once, with a steep curve. Shouldn’t be an insta-death because x2 players managed to hit you with a skill shot at the same time…
Twitter Jackson about this. Browder reacted back in the days to these kind of requests and he agreed with the people that too much cc is a problem. Three weeks later they reduced the duration of the stun-abilities.
Butcher’s E makes him unstoppable while charging so he can interrupt a Mosh Pit with it, while Blaze wouldn’t be able to do the same with his E.
In certain skirmish situations, it also means that if you bait cc from the enemy team and activate your charge at the perfect time he will become unstoppable at the precise moment the enemy throws out some cc at you. It can outright win fights if used correctly since they’ll probably have no more cc left for you after you connect your charge. Having said that, in practice this is extremely difficult to pull off, and most competent enemies just wait to cc you and blow you up the moment you finish/connect your charge (when you will be the most vulnerable), so in reality Butcher’s E self-cleanse strategy seldom works on competent players.
The problem is not the CC in general, but the power creep in this game: Every new hero gets more and more different sorts of CC and AOEs that cover so much ground that in some matches you hardly have any free spot to stand without being CCed constantly.
Take Mei’s huge Blizzard AOE circle that already slows you. If you don’t move right away you are stunned. Why the stun? Why does she need it by the way? Or take Gaz’s new bomb timers: One split second reacted too late = stunned.
If you then take older heroes, they may have ONE slow in their kit, or a root. New heroes have everything: From slow to stun and they keep adding more and more into single hero kits. There should be heroes in this game that come with special immunities like a hero that never can be slowed or a hero that cannot be stunned longer than 0.5s or whatever.
The stun locks in this game has become huge. Sometimes when you think you have this half second in between stuns and you press the button like crazy, nothing happens anway and you are CC chained until you are dead. Those are the most annoying moments. When you press buttons, nothing happens and you can see your hero dying 100:0 without any action at all you can take.
This only makes the CC problem worse. Reason is that it starts an arms race.
Too much CC? We make heroes immune/resistant to CC. This doesn’t do anything to help existing heroes though. But because of these new heroes immune/resistant to CC, oh CC isn’t that strong anymore, at some point it might even be buffed. Then we get more heroes resistant to CC.
So now we have a pool of heroes resistant to CC, a pool of heroes with overpowered CC and a pool of heroes that get wrecked by CC but to compensate, probably wrecks the heroes who are resistant to CC (rock scissors paper).
Arms race like this make the game won or lost at the draft screen, turn it more into a game of rock scissors paper than a game of skill and obviously ruins quickmatch because there’s no drafting in qm so whether you get hard-countered (e.g. you pick CC and they have CC resistance) or you hard counter them (you pick CC and they have no CC resistance) is a coin flip (although quickmatch is arguably already imbalanced to the extreme so it’s hard to make it worse
Because if it was just a slow, it would be a useless ability. Also, it does that in Overwatch (kind of - it has a stacking slow, and reaching max stacks freezes you). Mei isn’t that particularly powerful of a tank, considering her only hard CC is on a long delay.
You mean like Deathwing? A character that already exists?
Gazno winrate and popularity is way too high. I compared his ult to illaoi’s ult. You can’t hard engage until the ult is down or 2-3 people WILL get hit and wombo comboed unless 5 people on your team is mobile or has on-demand cleanse. Late game gazno ult is one of THE best teamfight ults and the rest of his kit isn’t bad either. Luckily he isn’t ranged in aa or all balance in this game is dead
I think medallion was good but besides that I think it allowed even low level players to realize without medallion there’s literally no hope against cc. The ball is now in the devs court and for them to decide if tackling cc is a problem worth or not