CC and Diminishing Returns (Suggestion)

sixths·5/10/2019, 6:40:53 PM·4 votes·1,761 views

Problem:

Chain CC, while rewarding for the team that pulls it off, is very frustrating for victim. This is only amplified by the fact that the only counter to hard CC is item 3140 , summoner 1 , and item 3222. Furthermore, those have no effect on some types of CC.


Solution:

I think CC diminishing returns would be a great solution for the frustrating feeling of being chain CC'd, while still allowing chain CC to be viable, and even opening up more decision making and teamwork than it currently requires.

If you are familiar with WoW, I propose a system similar to theirs: CC is put into categories that "share" DRs (this is already mostly done, but some may need to be overlapped such as knockups and knockbacks), when a player is affected by CC that falls under one category, the next CC applied to them of the same category is x% shorter, stacking with each consecutive application, until the target is eventually "immune" to that class of CC. After a set amount of time since the first form of that CC was applied, the DR resets and the player will now take full duration of that category of CC.


The Effects on Gameplay:

Having a CC DR system like this would accomplish a few things:

  1. Players would feel less frustrated about being chain cc'd for extended lengths of time (e.g. taking a morg bind into a lux bind into a neeko bind, or a TF stun into an Udyr stun into a Leona stun).

  2. Players (and teams) would have to think more about who they apply their CC to (do I throw my gold card at Vayne for a reduced stun to follow up Annie's Tibbers stun and try to secure the kill, or do I throw it at the Udyr that is heading for my backline for the full duration stun?).

  3. The skill ceiling would be raised for players as they would have to understand what kind of CC shares diminishing returns (this should be pretty straightforward, but may take a little more research and thinking).

  4. Give a new place to put power into items. For example, make an item that causes your CC abilities to ignore CC DR on their targets, or it still respects the current DR reduction but doesn't cause it to increase further, or a defensive item that causes the DR from CC to be 5% stronger (instead of the next CC of the same type being 25% less effective it is 30% less effective).


Conclusion:

Adding a DR system for CC in League of Legends would make CC chains less frustrating for the victim, more skill- and teamwork-reliant for the CCers, and open new avenues for unique items in the game. Obviously a considerable set of tuning rounds would likely have to follow to adjust power based on champions that are hurt by such changes (and champions that are helped) but in the long run it would be a healthier and more enjoyable gameplay experience for everyone.

EDIT:

For examples of how I would suggest this works, I would probably classify CC that share DR in the following groups:

-- Stuns -- Snares -- Roots -- Charms + Fears -- Knockups + Knockbacks + other displacing abilities -- Suppressions

The math on each of these categories could look something like this:

-- 1st CC of class @ 100% effectiveness (starts timer of 16~ seconds) -- 2nd CC of class @ 50% effectiveness -- 3rd CC of class @ 25% effectiveness -- Any further CC of class @ 0% effectiveness -- After 16 seconds have elapsed from the 1st CC of class, the next CC of class is again at 100% effectiveness

4 Comments

NY645/10/2019, 6:49:40 PM1 votes

I think it’s a great idea but with all the ways you can cc an enemy I don’t think this will help that much. I also don’t think you will get those reductions in time before you die. Lastly would this effect knockups and suppressions?

Kravicka1/2/2020, 11:24:04 PM1 votes

I dont know why its not ingame. Full tank Mao almost 5k HP 260+ armor 150 m. resist and i got rekt by zilea stun - cait trap - jinx trap - tresh hook and maybe something else and i died just standing there nearly 5sec in CC.

5050BS1/3/2020, 12:36:50 AM1 votes

Because of the new Death log Iv seen CC numbers as high as 7-8s

Thats an entire long team fight.

Its CRAZY.

Why their is no DR on hard CC I dont know.

Yes some champs would need rebalancing from a DR change. But its just stupid that you can be chain CCed for over 4s