One of the most frustrating things that can happen to a player is loosing control of your character and there are a TON of stun abilities in this game,
McCree, flashbag
Doomfit, cat pounce
Doomfist, rocket punch
Brigette, shield bash
Anna, sleep
Rein, earthshatter
Junkrat, trap
Mei, freeze
Mei, ultimate
Hog, hook
Orisa, halt
Zarya, ultimate
This doesn’t even cover the other things that push you around like lucio’s boop, Brigette’s rocket mace, Junkrat’s mine and Pharah’s shockwave. That’s enough, we’re at capacity for stuns. Please, find another mechanic to go nuts over when you’re designing new heroes.
It’s so frustrating when I’m constantly getting stunned. What’s even worse is when a few heroes stun you so much the first stunner is off of cool down again (looking at you Brigette) and the party starts all over again.
6 Likes
Some of these aren’t stuns. Stuns interrupt actions. So Zarya’s ult, Mei’s freeze until fully frozen… those aren’t really stuns.
2 Likes
Why though because as you put it earlier in the post:
Knock back also makes you lose control of your character to a certain degree might as well call for no knock back abilities as well.
I would like to order 1 hero with no abilities please.
Not even half the cast has stun abilities to begin with, but you also listed a couple of characters that DON’T stun as well.
-Junkrat’s Steel Trap only prevents you from moving or using movement-based abilities.
-Mei’s freezing abilities don’t stun by technicality unless a person is frozen solid, in which case they’re simply not able to do anything.
-Orisa’s Halt simply pulls people towards it. They still have the ability to do…EVERYTHING they could do before. At most, it’s a minor annoyance, and at least, it’s just an 8-second cooldown to do nothing.
-Zarya’s Graviton Surge ALSO doesn’t stun. It holds people in place, and that’s all it does.
You also don’t seem to know the difference between stuns and knockbacks. Lucio, Brigitte, Junkrat, and Pharah have those knockback abilities to take advantage of the environment to knock them off a cliff, but can also be used to save their teammates by offsetting an enemy’s aim for a split-second. These abilities have cooldowns and other restrictions that make them less useful than actual stuns, and are only useful on very specific maps to begin with.
“Stop taking movement control away from players” does that make more sense?
When designing new heroes they need to lay off the stun/limit mobility kick they’ve been on. Almost every new hero they’ve added is chocked full of stun and mobility limiting abilities. We are at capacity and in danger of screwing up the game.
They need a new mechanic to fixate on when designing new heroes. I’m not saying every character has stun abilities, but that the capacity for stun abilities has been reached.
We should see a wide breadth of abilities instead of wondering what kind of trick they are going to add to stun/mobility.
The are adding the wow touch to it.
Everyone needs a cc
Ana has a Sleep Dart, but it’s difficult to aim with. Sombra has Hack, but it simply applies the Silence effect, which isn’t the same thing as stunning. Orisa has zero means of stunning whatsoever. Doomfist has Rocket Punch, but it’s used more for simply dealing burst damage than anything else. Moira has zero stunning abilities whatsoever. Brigitte has Shield Bash, which only works within 5 meters. So unless you’re getting up in her face or letting her get close to you, it’s not a problem.
The thing is, the game needs to have some sorta crowd control to counter the massive oppression of dive, which in turn means that they have to fight against high mobility characters. It can’t be helped.
Except they’re removing most of the cc in wow in BfA.
I’ll believe it when I see it. They have been saying that for many years. It’s still world of cc craft atm
OP seems unable to distinguish between stuns and roots, but I guess we can continue. Stuns…kind of good enough for now I guess. CCs…not so much, would like to see one more hero with root(probably a skill shot one). And there’s still Disarm and Blind we should play with a bit.
1 Like
Lists of current hard CC
- Stun: temporarily disables everything on an enemy
- Sleep: temporary disables everything on an enemy until they receive damage or the duration ends
- Fully Frozen: Temporarily disables everything on an enemy
- Pinned: Moves an enemy with the one who pinned them
- Knockdown: Knocks an enemy down temporarily disabling everything
Current list of soft cc
- Partial freeze: slows a target on a varying scale
- Knockback: moves an enemy a certain direction of varying distance
- Pull: Moves an enemy a certain direction of varying distance and times
- Root: Prevents an enemy from moving, can still use movement abilities
- Cripple: Prevents an enemy from using movement abilities but can still walk normally
- Slow: Hinders a targets movement temporarily
- Resistance reduction: reduces a targets damage resistance by a set amount increasing the damage they take
- knockup: throw an enemy a certain distance into the air
- Silence: Temporarily disables an enemy’s abilities
List of CC’s they should invest in to counter what they want to counter
- CRIPPLES
- Slows not so much but yes
1 Like
Adding more of these would be harmful how?
You can only have 6 hero’s on each team. Even if more hero’s have CC abilities its not like we could ever surpass six players having it at any given time.
That’s technically true but kind of misleading. People being pulled by Halt are allowed to use their abilities, but any movement abilities they use will be negated by it.
For example, if Tracer triple-blinks away during the pull effect, she immediately gets dragged all the way back to the Halt location afterward, no matter how far away she is at that point.
Granted it’s probably a bug that it works this way, but it makes Halt effectively prevent most movement abilities.
I wish this happened to me when playing orisa they always escape with a dash
The problem isn’t the CC. It’s that there is so little that can counter it. The only things that can counter even SOME CC (including boops) are:
- Tracer’s Recall
- Mei’s Cryo-freeze (pushing it, but let’s be generous)
- Reaper’s Wraith
- Moira’s Fade
- D.Va firing in her mech
- Orisa firing
- Orisa’s Fortify
- Zarya’s Particle Barrier
- Zarya’s Projected Barrier
Out of those, only ONE can be applied to others (Projected Barrier), and ALL have purposes far beyond anti-CC, as such limiting their usefulness in anti-CC. This shows NOT a need for less CC, but a need for CC protection (a new Support healer focused on both preventing CC and curing CC, plus some changes to existing Heroes who are significantly punished by CC and are otherwise balanced). In addition, a bit of adjustments to CC to make sure it is better targeted (Shield Bash hurts Reinhardt probably more than Tracer despite being designed for the latter than the former).
1 Like
None of them last longer than the respawn timer
This means widowmaker should be the most annoying hero in the game, especially during overtime.
1 Like
Dying is a natural consequence of play in any shooter. Stuns are a design decision.
For instance, tf2 had only one stun weapon… which required immense aim, had a long cooldown, was easy to dodge, and they removed that stun fairly recently. Despite its respawn timers being up to 20+ seconds, it’s usually a less frustrating game.
1 Like
I would prefer a tank with anti cc. Zarya has minor amount of it but I think we need a tank more centered around it.
It could work as a tank concept, and we are in need of a tank.
1 Like