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Blizzard has revealed some of the changes that will be made to crowd control abilities in Diablo III‘s upcoming patch 1.0.5.

CC skills will be modified to make them more useful and fun to use at a higher level, according to the developer. Blizzard offered the following explanation of the changes:

How It Works:

  • Monsters have a “CC resistance” that is stored on a per-monster basis.
  • The CC resistance starts at 0%.  For every 1 second CC that is applied to the monster, the monster receives 10% CC resistance.
  • Monsters lose 10% of their CC resistance every second that they are not CC’d.
  • Elite monster CC resistance is capped at the current reduction values already active for Elites.  In other words, CC resistance on most Elite monsters is capped to:
  1. 35% in Normal
  2. 50% in Nightmare
  3. 65% in Hell
  4. 65% in Inferno

What This Means For the Player:

  • From a high level, diminishing returns are applied on consecutive stuns to reduce their effectiveness.
  • You will never get an “Immune” message due to diminishing returns.
  • Diminishing returns on Elite monsters cap out at the same values that are currently applied to Elite reductions.
  • As previous mentioned, this means that near-infinite CC strategies will still work.  We’re okay with these strategies remaining viable, as we love how powerful it makes players feel. (That said, we will continue to keep an eye on these    strategies and may make some changes in the future if we feel it will be better for the health of the game.
  • If two players are in a co-op game, the order in which they apply their stuns doesn’t generally matter, so you shouldn’t feel totally “screwed over” by the other person applying their stun before yours.
  • A character using only the occasional CC every 10-15 seconds will always get the full duration in all difficulty levels.

What do you think of the proposed changes? Let us know in the comments below.

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About Matthew Bennett

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Matt is one of the longest-serving members of the EGMNOW team. An ability to go many hours without sleep and a quick wit make him ideal for his role as associate editor at EGMNOW.com. He often thinks back to the days when the very idea of this career seemed like nothing but an impossible dream. Find him on Twitter @mattyjb89

Blizzard Outlines Changes to Crowd Control in Diablo III

Blizzard has revealed some of the changes that will be made to crowd control abilities in Diablo III's upcoming patch 1.0.5.

By Matthew Bennett | 09/6/2012 05:35 AM PT

News

Blizzard has revealed some of the changes that will be made to crowd control abilities in Diablo III‘s upcoming patch 1.0.5.

CC skills will be modified to make them more useful and fun to use at a higher level, according to the developer. Blizzard offered the following explanation of the changes:

How It Works:

  • Monsters have a “CC resistance” that is stored on a per-monster basis.
  • The CC resistance starts at 0%.  For every 1 second CC that is applied to the monster, the monster receives 10% CC resistance.
  • Monsters lose 10% of their CC resistance every second that they are not CC’d.
  • Elite monster CC resistance is capped at the current reduction values already active for Elites.  In other words, CC resistance on most Elite monsters is capped to:
  1. 35% in Normal
  2. 50% in Nightmare
  3. 65% in Hell
  4. 65% in Inferno

What This Means For the Player:

  • From a high level, diminishing returns are applied on consecutive stuns to reduce their effectiveness.
  • You will never get an “Immune” message due to diminishing returns.
  • Diminishing returns on Elite monsters cap out at the same values that are currently applied to Elite reductions.
  • As previous mentioned, this means that near-infinite CC strategies will still work.  We’re okay with these strategies remaining viable, as we love how powerful it makes players feel. (That said, we will continue to keep an eye on these    strategies and may make some changes in the future if we feel it will be better for the health of the game.
  • If two players are in a co-op game, the order in which they apply their stuns doesn’t generally matter, so you shouldn’t feel totally “screwed over” by the other person applying their stun before yours.
  • A character using only the occasional CC every 10-15 seconds will always get the full duration in all difficulty levels.

What do you think of the proposed changes? Let us know in the comments below.

0   POINTS
0   POINTS



About Matthew Bennett

view all posts

Matt is one of the longest-serving members of the EGMNOW team. An ability to go many hours without sleep and a quick wit make him ideal for his role as associate editor at EGMNOW.com. He often thinks back to the days when the very idea of this career seemed like nothing but an impossible dream. Find him on Twitter @mattyjb89