There should be diminishing returns on cc

Urgasm·1/21/2020, 1:54:26 AM·4 votes·2,310 views

The insane amounts of cc some team comps can provide can be absolutely overwhelming.
Even while really fed its extremely difficult to be able to 1v2 2 champions that are with a negative kda if they have the right amounts of cc in abilities.
Being cc'd for 3 - 5 seconds every single fight doesn't seem really fair when that's plenty of time for even a bruiser or some tanks to be killed in. Taking WoW as an example they introduced diminishing returns as a mechanic to prevent cc chains and locks. With the increasing amount of team wide cc this is something I am very surprised hasn't been added.

5 Comments

Xavanic1/21/2020, 2:09:29 AM2 votes

they dont care, they just want you to spend money on skins

ZephyrDrake1/21/2020, 3:32:32 AM2 votes

Oh you poor poor person... you haven't played dota if you think having 3 to 5 seconds worth of CC is too much

VonCesaw1/21/2020, 4:04:22 AM2 votes

That would hurt their precious babies Ahri Aphelios Darius Ekko Illaoi Kayle LeeSin Lux Pyke Rakan Riven Sett Thresh MonkeyKing Yasuo

AeroWaffle1/21/2020, 4:10:08 AM2 votes

WoW has diminishing returns on CC because it's far more prevalent. Without diminishing returns on WoW, many classes can keep someone CC locked by themselves.

There is no cooldown on a fear cast by a warlock.

Metal Janna1/21/2020, 2:10:23 AM1 votes

On the one hand, I fucking hate being "outplayed" by enemy teams bringing at least one unavoidable CC and some more CC on every single other member and then just four man death balling for 25 minutes until they're all so fed that they easily get baron while nobody dares contest because they'll just get CC locked to death again. It's not even an unfair strat either. All you have to do is see the enemy doing it and group up to counter their grouping. Easy peezy. ...For a coordinated team that trusts one another. For a bunch of randoms in solo queue it's hit or miss if they'll ever give up trying to farm their way to being the 1v9 carry. Heavy CC comps are hella OP in solo queue.

On the other hand teamwork IS the best aspect of the game, and i'd hate to see any nerf to the effectiveness of playing as a team. So overall i'm against altering the way CC works to reduce the four man CC ball's effectiveness. Reducing the damage creep (Riot's part) and spreading awareness (our part) are the solutions IMO.