I'm pretty sure this has already been discussed elsewhere. Furthermore 4 barbarians not "warriors" rotating ground stomp for unlimited crowd control was answered in a blue post Q/A. Basically as the difficulty of the game progresses monsters will have crowd control/stun resistances.
I am very worried about the state of CC abilities... Here's why...
1.) No diminishing returns on CC abilities
* This is extremely exploitable with groups of characters. What is going to stop a group of 4 warriors from keeping monsters chain stunned with ground stomp, Mages w/ frost nova, etc.?
* I'm unsure about when the increased resistances start to kick in. Can you exploit chain stun all the way through normal? What about all the way through nightmare? etc. A yes to any of these questions would be a big disappointment. Enemies need diminishing returns on CC effects. There is no reason why a group should be allowed to keep a group of enemies chain stunned.
2.) End game increased resistance of CC abilities
* I am not thrilled with this solution at all. It's better than allowing us to chain stun enemies but it's vastly worse than a diminishing returns system. There are 2 major faults with an increased resistance system
A.) There is nothing less fun than dying because your escape ability (stun, frost nova, etc.) rolled poor RNG and failed. Dying because of RNG and not lack of skill is not a fun system.
B.) Only certain defensive skills are being targeted. This will imbalance the skills that aren't targeted. If you add resistance to a skill like frost nova what will you do to an ability like teleport or mirror images? What happens with this system is that frost nova gets worse but the others remain the same.
Why was this system decided on instead of a simple diminishing returns system? It just seems.... worse on all accounts. Am I missing something?
After you play it, you'll realize this is a non issue.
I want to add to the argument that the mobs can also have "Reflex % damage taken", and might be something special like "Stun resistance" and "-x second [debuff]"
I think the OP is onto something here and he provided a solution too...diminishing returns. Basically, once an enemy gets stunned, the next time it gets stunned, it does not stay stunned for as long. There can also be an algorithm saying if an enemy was JUST stunned it is immune to getting stunned again for X number of seconds. That way powerful enemies in inferno can't get destroyed through a constant stun exploitation.
I think the OP is onto something here and he provided a solution too...diminishing returns. Basically, once an enemy gets stunned, the next time it gets stunned, it does not stay stunned for as long. There can also be an algorithm saying if an enemy was JUST stunned it is immune to getting stunned again for X number of seconds. That way powerful enemies in inferno can't get destroyed through a constant stun exploitation.
In their 4 years of development on Diablo 3, it never crossed Blizzard's mind a single time that CC (a mainstay in their most popular game) does not have diminishing returns in D3. They never ever thought about people chain-stunning in D3. It was just a completely foreign concept to them. They never ever considered it.
I think the OP is onto something here and he provided a solution too...diminishing returns. Basically, once an enemy gets stunned, the next time it gets stunned, it does not stay stunned for as long. There can also be an algorithm saying if an enemy was JUST stunned it is immune to getting stunned again for X number of seconds. That way powerful enemies in inferno can't get destroyed through a constant stun exploitation.
In their 4 years of development on Diablo 3, it never crossed Blizzard's mind a single time that CC (a mainstay in their most popular game) does not have diminishing returns in D3. They never ever thought about people chain-stunning in D3. It was just a completely foreign concept to them. They never ever considered it.
...not once!
From Blizzard employee as to whether people can game the system to beat inferno:
5]Ok, not totally, but I think there's some distinction to be made for 'legitimate' ability to beat Inferno, in that, we expect there could be ways, potentially exploits, potentially clever but cheesy mechanics, that could maybe allow a player to complete Inferno fairly quickly. The bet stands as-is, but I think if it could be revised it would be "X time before it becomes farmable", meaning someone can legitimately kill the end boss over and over and over without needing to take advantage of an exploit, or loophole, or some other thing we don't intend to be possible.
Of course we'll try to address any such issue as quickly as possible, but it's feasible that the first Inferno clear will be through use of unintended means. Technically still valid per the wording of the bet, but I think most can agree would go against the spirit of it.
Constant Stunning may be the exploit that the blizzard employee was referencing. So to answer your question,
maybe not.
I wouldn't be surprised if later-difficulty mobs were immune to CCs at least part of the time. For example, the normal Skeleton King can be chain stunned for a long time but when he uses whirlwind he is immune. As the difficulties increase it's likely that more mobs will have partial stun immunity, and the % of the time where they are stunnable may decrease.
In Diablo 3 (The game we are actually going to be playing on May 15th.) there is ''CC" abilities to get you out of oh shit situations or make a messy situation a little more manageable. While 4 Wizards (Not Mages) in theory could chain frost nova it would be extremely inefficient even in a normal mode setting. The amounts of monsters in a 4 player game are so massive you'll be overrun if you choose to chain frost nova.
TL;DR; This isn't WoW, chain CCing in games of all sizes is extremely inefficient and that's why diminishing returns are not needed.
In every thread where someone mentions a term that is also used in MMORPGs (CC, tanking, effective health, etc. etc.) someone has to pop up and point out that WoW and D3 are different games, as if anyone doesn't understand that. I don't think CC abilities will be overpowered in D3 (because there will be increasing resistances on higher difficulties), but banally pointing out tautologies is the opposite of helpful. If someone starts talking about weekly raid lockouts or valor points, then you're free to save them from their WoW = D3 misconceptions. Until then, realize that it is OK that game concepts can apply in two different types of games.
I believe good use of chain CC/Disables is a tactic that Blizzard expects players to use. It might be less effective in higher difficulty tiers but will stay viable. All range classes rely heavily on control, some more than others.
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After you play it, you'll realize this is a non issue.
In their 4 years of development on Diablo 3, it never crossed Blizzard's mind a single time that CC (a mainstay in their most popular game) does not have diminishing returns in D3. They never ever thought about people chain-stunning in D3. It was just a completely foreign concept to them. They never ever considered it.
...not once!
From Blizzard employee as to whether people can game the system to beat inferno:
Constant Stunning may be the exploit that the blizzard employee was referencing. So to answer your question,
maybe not.
In every thread where someone mentions a term that is also used in MMORPGs (CC, tanking, effective health, etc. etc.) someone has to pop up and point out that WoW and D3 are different games, as if anyone doesn't understand that. I don't think CC abilities will be overpowered in D3 (because there will be increasing resistances on higher difficulties), but banally pointing out tautologies is the opposite of helpful. If someone starts talking about weekly raid lockouts or valor points, then you're free to save them from their WoW = D3 misconceptions. Until then, realize that it is OK that game concepts can apply in two different types of games.