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الفرق بين المراجعتين لصفحة «Template:Crowd control»
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− | [[Crowd control]] ([[wikipedia:Crowd_control (video gaming)|CC/mezzing]]) [[Abilities|abilities]] include root, snare, stun, sleep and slow.{{livestream|2017-10-16|25m56|r701cyS3w6o}}{{livestream|24 | + | [[Crowd control]] ([[wikipedia:Crowd_control (video gaming)|CC/mezzing]]) [[Abilities|abilities]] include root, snare, stun, sleep and slow.{{livestream|2017-10-16|25m56|r701cyS3w6o}}{{livestream|2017-05-24|45m12|KCr9yh2Y97I}} |
− | * There will be diminishing returns on stuns, sleep and slows so as to avoid [[Definition:Stun locking|stun locking]].{{livestream|24 | + | * There will be diminishing returns on stuns, sleep and slows so as to avoid [[Definition:Stun locking|stun locking]].{{livestream|2017-05-24|45m12|KCr9yh2Y97I}}{{livestream|2018-02-9|28m17|w8eehrdIIXI}} |
** Diminishing returns on CC effects have not yet been implemented in [[Alpha-1 testing]].{{livestream|November 22 2019|1h06m25|A1SjmI_SOgo}} | ** Diminishing returns on CC effects have not yet been implemented in [[Alpha-1 testing]].{{livestream|November 22 2019|1h06m25|A1SjmI_SOgo}} | ||
− | <blockquote>''Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that kind of thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.''{{livestream|24 | + | <blockquote>''Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that kind of thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.''{{livestream|2017-05-24|45m12|KCr9yh2Y97I}}{{ndash|[[Steven Sharif]]}}</blockquote> |
* Lockdowns won't likely be [[Combat#Combat_targeting|tab-targeted]] skills. This is to avoid imbalanced combos with skill shot ([[Combat#Combat_targeting|action targeted]]) abilities.{{livestream|2018-04-8 (PM)|37m57|JH-sX1aFljM}} | * Lockdowns won't likely be [[Combat#Combat_targeting|tab-targeted]] skills. This is to avoid imbalanced combos with skill shot ([[Combat#Combat_targeting|action targeted]]) abilities.{{livestream|2018-04-8 (PM)|37m57|JH-sX1aFljM}} | ||
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** Hard CCs may be housed in [[Action targeting|action oriented]] [[Skills|skills]] because they are skill shots that are more difficult to land.{{podcast|2018-08-4|1h11m05|IXIpLC__7fA}}{{livestream|2018-04-8 (PM)|37m57|JH-sX1aFljM}} | ** Hard CCs may be housed in [[Action targeting|action oriented]] [[Skills|skills]] because they are skill shots that are more difficult to land.{{podcast|2018-08-4|1h11m05|IXIpLC__7fA}}{{livestream|2018-04-8 (PM)|37m57|JH-sX1aFljM}} | ||
− | <blockquote>''We're trying to stay away from hard locks as much as we possibly can. We want to have the system be very play, counter-play, counter-counter-play kind of feel.''{{livestream|24 | + | <blockquote>''We're trying to stay away from hard locks as much as we possibly can. We want to have the system be very play, counter-play, counter-counter-play kind of feel.''{{livestream|2017-05-24|45m12|KCr9yh2Y97I}}{{ndash|[[Jeffrey Bard]]}}</blockquote> |
* Soft CC's are in the tab-targeted abilities {{podcast|2018-08-4|1h11m52|IXIpLC__7fA}} | * Soft CC's are in the tab-targeted abilities {{podcast|2018-08-4|1h11m52|IXIpLC__7fA}} |
مراجعة ٢٠:١١، ٢٩ أغسطس ٢٠٢٢
Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[1][2]
- There will be diminishing returns on stuns, sleep and slows so as to avoid stun locking.[2][3]
- Diminishing returns on CC effects have not yet been implemented in Alpha-1 testing.[4]
Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that kind of thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.[2] – Steven Sharif
- Lockdowns won't likely be tab-targeted skills. This is to avoid imbalanced combos with skill shot (action targeted) abilities.[5]
- Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[6]
- Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[7][5]
We're trying to stay away from hard locks as much as we possibly can. We want to have the system be very play, counter-play, counter-counter-play kind of feel.[2] – Jeffrey Bard
- Soft CC's are in the tab-targeted abilities [8]
- Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[9]
There's also going to be effects that just stun the mount or stun you on the mount.[9] – Steven Sharif
- Summoner's summons will be able to use crowd control.[10]
- None -
- ↑ البث المباشر, 2017-10-16 (25:56).
- ↑ 2.0 2.1 2.2 2.3 البث المباشر, 2017-05-24 (45:12).
- ↑ البث المباشر, 2018-02-09 (28:17).
- ↑ البث المباشر, 2019-11-22 (1:06:25).
- ↑ 5.0 5.1 البث المباشر, 2018-04-8 (PM) (37:57).
- ↑
- ↑ ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2018-08-04 (1:11:05).
- ↑ ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2018-08-04 (1:11:52).
- ↑ 9.0 9.1 9.2 البث المباشر, 2021-04-30 (1:08:10).
- ↑