If I am tank and I get hooked by a hog, I shouldn’t be CC’ed again for 1-2 seconds. It’s as simple as that. There should be no contiguous “moments” (1-2 seconds) of being locked out. I should be able weave in an ability between CC chains, or a movement, or something.
I main Queen and I don’t think it’s needed, just like the 25% reduction wasn’t needed and only further enabled Orisa, Road, Mauga more.
Blizzard: “we are reducing CCs in OW2”
Also Blizzard: gives boop to Venture, Illari, and Zenyatta
okay, at least they got rid of boop from suzu I guess.
They have it.
Its called Tank Defensive Tools.
A shield or DM can eat infinite sleep darts.
I’ve wondered how this would work. I think in a game that is balanced around 5v5 players that SHOULD be communicating and cycling cooldowns to deal with threat… I personally see a lot of room for this change.
In World of Warcraft, PvP has “diminishing returns”. CC is categorized and if a player is afflicted with CC from one category, the next application of a CC from that category within a few seconds has its duration reduced. Subsequent applications are reduced even further, and I believe after 3 the player cannot be affected by this CC for a short duration.
To me, this would have MAYBE been something to test and collect feedback for instead of the most recent tank buffs. I feel like it would have been a healthier alternative. You’d get hooked, then immediately slept. The sleep should be reduced by a fraction. If you then get rocked, it would be nearly no interruption. If you then get hindered, it wouldn’t affect you.
However, do ultimates override this? Does this make the game less fun because you’re seeing less from your moves? Is the game too fast and cooldowns too varied/limited to apply a system like this? There’s a lot to test.
It’s funny that most of the CC is going to come from the other tank, anyways.
You can reduce it and then the 1v1 that tanks duke out will feel even worse.
Only tank? It’s actually worse for non-tanks because they have no CC reduction passives. But yeah, they are mostly dead after they hit by second CC so no complaints.
Also, I hate such passives in an action game. It’s braindead and makes the game boring.
Such things should be an ability with CD if any.
Ok but also like queen is the hardest tank to land cc on because she has the slimmest hitbox of all the tanks no?
It enables the fat tanks yes but also like we can nerf them accordingly? Ball doesn’t need 1200hp if you can’t just go like Sombra and make his life really miserable unless he’s a t500 player
If you give tanks counterplay you can nerf their overall raw survivability. Though that might ruin tanking at low ranks where they can’t properly use the counterplay and rely on raw survivability
Blanket-buffing roles is not the way to go; haven’t we learned from the DPS and Support passive? CC is the only way you get the chance to kill some tanks
Apparently not in Master+. I get all the cc, and it comes down how good are you with landing your cc. JQ as a tank is probably the most fair tank to play against.
Tanks are way too babied already. Having upwards of 700hp, 25% headshot reduction. WAY too much power in one role.
Tanks have so much CC as well