Environment/skill cc

Obviously there is A LOT of cc in the game already, but what if instead of just straight reducing it, make a longer cc cast mean something if done in a special way.

Im thinking about this from the perspective of RoP, wall RoP bouncing someone is a pretty unique way to cc someone. What if other things like that existed, i dont know what other ones you can think of but, lets brain storm

Lets say hammer of justice is only 4 sec not 5 unless you consume your judgment buff on the player to get 6 sec. You lose the damage to your next ability, but you gain a second or 1.5 seconds of stun. This would be ret only, for holy maybe if you repentance a judged target you get the 7 seconds not 5.

Maybe warrior could have a talent where charge acts as a knockback for 1 yard. If the player contacts a wall in that short knockback they are stunned for 3 seconds. The dounside is since it acts as a potential interrupt too, the cd of charge is increased 5 seconds.

Poly, if the player already has zero dots to be removed poly duration increased by 2 seconds, base CC length no dr is 5 seconds now. Sooo if you time your cc right you get the 7 second cc.

OBVIOUSLY Im just spitball random ones, but shoot some ideas out there.

3 Likes

It’s on a dr with any other forcible movement (thunderstorm, vortex, grip, etc.) , the only knockback not on the dr is haymaker it seems.

it can stay on the same DR, my point is rop someone one time they are ccd for half a second, but if you get it right and you wall bounce them they are ccd for a lot longer. That is my point, i think more stuff like that could exists where certain methods of landing the cc grant you greater CC duration.

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This is why I am a kul tiran. I can pretty much guarantee it.

I understand what you mean. You want more combo.

This is what I liked about archage.

If I get feared into a teammate it should knock us both out for 6 seconds. On knockdown dr not stun dr btw.

5 Likes

here is another one, if you land a full casted MC, the receiving player gets a headache and is stunned for 2 seconds

Death coil one target lasts 3.5 seconds, split it up and get 2 people it lasts 1.5 seconds per. SO incentive to have it land on one

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I’m a big fan of cost mechanics as a rogue. And wish rogue was more punishing with them like it used to be.

I like the idea. Could open the door to unpruning more CC and other toolkits if you made things cost and effect. Not just cooldowns.

even the notorious deep freeze had this. Fingers of frost caused your next ?frost? spell to treat the target as if it were frozen. This meant you could ice lance a target for shatter damage (like you can now) or you could deep freeze. (it also worked on frost bolt iirc. not sure.)

mage didn’t have icicles, comet storm, orb, and that niche 2 second nova that’s mostly a targeted shatter.

They were making a choice to trade damage for CC. Although, specifically with Deep freeze, it was also damage lol. If it was on kill target deep freeze acts as a freeze, meaning mage could shatter. But the choice to use it for CC rather than damage wasn’t rare.

You could also look at something like defensive cooldowns.

Wrath warriors have a really impressive toolkit, Reflect, Disarm, Bladestorm, Shatter, Fear, Intercept, Intervene, Regen, Wall, Retal, Reck, Shield block, Commanding Shout? I think. I’m probably forgetting some.

but this was balanced by the fact that abilities had stance and weapon requirements. Arms warriors weren’t doing their big dam with a sword and shield equipped. If you walled up you were in turtle mode. If you wanted to swap back to a 2h and do damage, or needed to for the situation, your wall was gone instantly.

If you wanted to pop reck and go in, you were putting yourself in danger. Reck had a negative drawback, kind of like the non-used talent fury warriors have [Death Wish] currently.

This is also partially why prot warriors were such a pain to fight, because they didn’t sacrifice their offense for defense. They just brought the damage with their shield. And had stuns.

Kind of a nostalgic tangent here, sorry. But yeah OP i definitely like the idea of cost balanced utility. Trading damage for something, or trading defense for something.

But also, not for every class. Some classes should always be squishy, like rogue, for example. Rogues should do big damage at the cost of being squish as heck. Feint can stuff it. Subterfuge can stuff it. UNiversal combo points can stuff it. Give me a diverse, strong, toolkit that if I misuse it or get cocky i get 2 shot. Make me have to think about what button i press, not just if it’s on DR or on CD.

Edit: Another great example is Ret paladin. One of the most memed and feared classes in Wotlk. Wings was a huge offensive cd. But it put ret paladins on Forbearance. So if you really comitted to that kill, you couldn’t bubble. So you had to be sure thats what the plan was right there and it wasn’t going to backfire. To balance this ret was an insane utility for your team. Friendly Dispel, Auras, Blessings, and that damage.

Or just any paladin, BoP was a huge cooldown, and a huge strength, but it came with a drawback. Melee can’t go in? Melee can’t go out. Cancelling bop was something melee players had to know how to do if they didn’t want to just be afk in a bubble, unless the paladin played for them and traded another cooldown to switch what blessing was up.

2 Likes

I actually really like this idea. Dividing the power to divide the effect. Idk if it’d still be too OP or not depending on how fast bolts are in SL ha haaa.

I’m digging the ideas you’ve got here.
Forbearance back on wings would be great like you say to make sure you’ve got the pressure to commit. Otherwise you could die without bubble.

Reck increasing damage taken was really interesting too (wouldn’t work now) but stuff like this to make you think.

Coil reducing duration on havoc cast is GREAT!

They just need to remove CC from some classes and that will make set up even more important. 3s teams having a boat load of CC isn’t fun to play or watch.

100% agree landing CC should be important and not just routine.
Make people waste CC and get punished for it by not getting a kill - instead of spam all CC and cause damage is so silly you get a kill anyway.
(Or if you’re a lock just cast 2 bolts in .5s)

mages should throw sheeps at people instead of making them into one

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what if…

after you poly someone if you can run up to them and click on them and cast “shear” You shear them naked and then when poly is dispelled or duration is up they run for 4 seconds in embarassment. LOL

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That’s 18+ content right there.

If blade dance successfully hits a target, proc lash of the void as well.

If blade dance misses, the DH slips and is stunned for 1.5 sec

99% of DHs randomly blade dance air anyway so it should be good enough

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saw a DH blade dance while rooted across the map earlier. just wanted to press something i guess.

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demon hunter player have aDHd

I remember when paralysis used to have twice the duration if you used it behind the target. Not really sure why they removed that.

But I fully agree. They could definitely implement more interesting CC.

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If I coil you and you end up los’ing my bolt by turning corner at a 90 degree angle I get 3 more seconds on coil right?