CC needs diminishing returns

TranscendVirtual·3/1/2020, 4:01:06 AM·1 votes·2,147 views

In this current state of the game, you can easily get stunned for 5+ seconds of duration, with most team comps with very little counterplay other than just not being hit in the first place. Now, crowd control is a very important part of the game and I agree with it needing a place in the game, however, it is simply unfair that even with merc treads and full tenacity runes you can still be locked down with such long durations in a game of seconds by people who just don't even skillfully chain it. What I propose is adding diminishing returns. Basically, if you get cc'd longer than x amount of duration, they need to actually time the next cc to the exact end of the last afflicted crowd control or it returns drastically reduced trapping duration. Say I land a morg q on you, then my lux throws her q on you halfway into the duration instead of waiting for it to nearly be over. That still somehow results in no lost time stunned in the current system. With what I'm proposing is that if the lux doesn't time the cc skillfully to the exact end of the morg q then it should have diminished value. This way, cc chains feel more rewarding when they do happen and therefore happen much much less frequently.

9 Comments

iiGazeii3/1/2020, 4:05:36 AM5 votes

There IS lost time with the current stun system. The time where stuns overlap is wasted. If Lux uses her root halfway through the duration of a different immobilizing effect, she effectively wasted half of her teammate's stun.

Between Legend: Tenacity, Merc Treads, Cleanse, and QSS, you have plenty of options against a heavy CC comp.

5050BS3/1/2020, 4:28:57 AM2 votes

Yep being a Front line Diver its so nice to die in a team fight and look at the death log seeing 9s of CC Thats WITH MERCS