The CC nerfs kinda miss the point

I think a tank is doing a good job if he’s taking the brunt of crowd control for the team but I also think the tank is doing a poor job, the wrong role, or downright outplayed if he’s not negating the majority of those abilities. I would have thought that at least reducing the duration of the CC, if the tank player is inevitably going to take it, would ease the pain of enduring it.

Well many tanks already do, (Reinhardt has Steadfast, Orisa has Fortify, Zarya has her Particle Barrier). The biggest problem though is that once you can open the door on them, they don’t have the means to disengage (versus damage or support) as easily leaving them exposed to any follow up CC no matter the duration.

I am right now in a Twitter conversation with the Contenders caster Legday, and he came up with an interesting idea to where if any target is CC’d too much they could become immune to CC entirely (apparently a mechanic in other games referred to as “resolve”). That might be a solution to keep CC in check all across the game.

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Right.

It bugs me that when Rein has a weakness, the solution they go to is to give him inherent resistance (steadfast) or nerf the weakness out of the game (stuns), and not just tell people that maybe they shouldn’t be playing Reinhardt into that kind of composition.

Reinhardt doesn’t need to be the best tank all the time!

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I’d also ask why specifically different reductions for tanks? They already have some protection, high health, and substantial damage output. CC isn’t only designed for fighting mobility characters, shouldn’t it also be a means for other tanks, and other roles to deal with tanks as well?

Sounds like you’re not a very good tank worth focusing.

First game today I was on KOTH. Went in as Ball. Got sleep dart, hook, anti-nade, and Mccree stun all at once.

I can’t imagine why there’s 0 wait time for tank.

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If you couldn’t do stuff like that to Ball he would be unbeatable. Regular shooting is basically useless since you can’t headshot and he can run for a health pack at any time.

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Maybe they should add this anti-cc cooldown, but it would need something indicating that if you use your stun ability it wouldn’t work, because imagine people wasting abilities with no clue.

Fighting games do that to make it so combos can’t go for too long.

They don’t give immunity, they just make additional stunlocks have diminishing returns. Until the combo breaks.

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They should do either that or a damage resistant increase if CC is applied in sequence.
Or something of the sorts for diminish returns indeed.

I think it would be easier to just give all tanks a % resistance to any form of CC.

Yeah these CC nerfs mean little. But at this point I don’t expect much to happen anymore. There are too many heroes in this game who are literally designed around CC as it’s a core part of their kit. Dumpstering CC would mean making those heroes unplayable unless they redesign them all from the ground up, which won’t happen. Idk wtf Blizzard was smoking when they designed those heroes but that’s what they did. The damage is irreversible at this point and killed the game for me. Thanks a lot Blizzard.

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It does diminish the total CC duration you get from stacking them, does it not?

Yes we do need a diminishing returns global mechanic, but nerfs help too.

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Yes, we shouldn’t be ungrateful.
People get some improvements, but they are not satisfied and go all talking like it was bad and already thinking about other major changes.

stun resistance is all this game needs. tanks and diving dps heroes all experience chain cc like no tomorrow. just make so whenever you get CCed in the next 2-4 seconds the next cc is 50% duration/distance.

example :
mccree stuns you (normal 0.7 secs) >> ana then sleeps you (sleep is now 3 secs long)

I liked your “Dazed” idea about just reducing move speed (and could maybe add just some disabling mobility abilities for some milliseconds too?).

No little boy, it’s called diminishing returns.

Ugh, I’d say duration is the issue, it’s just not touched enough.

If every cc only lasts for less than .2s for the sake of interrption instead of cc-to-death, I’m pretty sure some heroes will ran as rampant as before all the cc introduction.

First, there’s plenty a tank can do to mitigate stuns, they have shields, absorptions, immunity and the HP to take them.

Know why DPS or supports don’t complain about getting stun chained? Because they die to most stuns immediately.

CC isn’t unfair, or extra punishing to tanks. They just catch more because they can survive it… and that’s kinda their job.

And that’s one of the reasons people dislike playing them, it feels like a duty, you sacrifice your fun so others don’t get CC chained.

But what to do about it? I guess it’s necessary then? :man_shrugging: