Developer Journal: Crowd Control Changes

Whyatt Cheng has released another update on the continued development of Diablo 3. This update addresses DiabloWikiCrowd Control and what they are doing to buff those skills in patch 1.0.5.

Shortly after Diablo III launched, I remember watching Jay play his barbarian. He was having a blast, killing monsters left and right, but something was bothering him. He was annoyed because Ground Stomp — one of his favorite abilities — got worse as he progressed to higher difficulty levels, and that his character felt weaker despite having better gear and more stat points.

We all agreed that the game needed to get harder at higher difficulty levels, but Jay didn’t like this particular way that it was getting harder. Specifically, he didn’t like that we diminished crowd control (CC) effects. We had discussed CC effects many times during development, and we felt the system we had got the job done, but Jay felt we could do better.

Before release, we’d designed the game so that CC skills would have diminished durations at higher difficulties — for example, most CC skills have their effectiveness reduced by 65% in Hell and Inferno. Jay has never been a fan of the way Ground Stomp and other CC skills become less powerful as a result of diminishing effects, but he also knew that a system to limit CC was required to add challenge at higher difficulties. While we’ve wanted to improve CC for some time now, we had bigger fish to fry first (like adding the Paragon System and improving Legendary items), so we made a note to revisit CC effects in a future patch.

Why We Reduce CC

Fast forward to present day as we prepare for patch 1.0.5. Before I talk about what we’re doing to buff CC skills while still allowing the game to get harder, first, let’s go over some of the reasons why we diminish the effects of CC in Diablo III:

  • Monsters need time to do their thing to threaten you.
  • While infinite CC rotations can feel make players feel awesome, it’s fleeting. If CC becomes too powerful, it can trivialize most major mechanics and the game can become boring.
  • Players in co-op have the potential to synchronize CC.

Of course, there are side effects to reducing CC to increase difficulty. One of the bigger issues we’ve seen is that, when it comes to mitigating incoming damage, CC skills rarely hold up against other options as you progress through Nightmare, Hell, and Inferno. While a skill like DiabloWikiGround Stomp (db) mitigates damage, let’s you control the battlefield, and is really fun to use, the duration reduction at higher difficulties is really noticeable, making the skill far less effective. DiabloWikiIgnore Pain (db), on the other hand, mitigates damage by reducing how much of it you take, regardless of difficulty level. It may not be as exciting to trigger, but it’s more reliable in those later levels since its power isn’t diminished.

The following graphs show a few examples of how CC skills become less widely used as players progress from levels 25, 45, and 59 * (the levels you’re likely to be at Act III Normal, Act III Nightmare, and Act III Hell):

developer journal  crowd control developer journal  crowd control
developer journal  crowd controlIt’s no surprise that as the effectiveness of a CC skill starts to diminish, its relative value (especially against skills that provide self-buffs) starts to diminish as well. This can make you feel less powerful as a player, but it also starts to push people into a narrower set of builds. After all, if one skill’s power depreciates over time and another skill’s power doesn’t, the skill that retains its power can become much more appealing. 

*These graphs illustrate the general trend of how, as players level up, CC skills become less popular, while skills that provide self-buffs become more popular. We opted to not include level 60 data in these graphs because there are many builds in Inferno that use CC skills successfully (for example, DiabloWikiFrost Nova (db) with DiabloWikiCritical Mass (db)). While we think these synergy-based builds are awesome, they’re still outliers and would ultimately skew the graph data from the overall trend.

Trial and Error

Crowd controlling monsters is not only tactically valuable, but we think it’s really fun, too. Our goal was to recapture that feeling in the higher difficulties. We wanted players to feel strong and heroic when using their CC skills, no matter what level they are, and we came up with a few ideas on how to accomplish that.

Idea #1: Reduce the Duration of CC effects in Co-Op Games

The first solution we came up with was to reduce the duration of CC effects in co-op games only, and allow full durations in single-player. While this would provide a great experience for solo players and help prevent the issue of infinite CC rotations in group play, the obvious downside is that CC skills would still feel weak in co-op games. 

There are already a few mechanics (such as On Kill triggers) that discourage players from teaming up with their friends, and we don’t want to pile on “my CC is less effective” as yet another reason to avoid co-op. So, we tossed that idea out and went back to the drawing board.

Idea # 2: Make Diminishing Effects Not as Strong

We also discussed making all CC effects shorter from the start, but make them not diminish (this would apply for both single-player and co-op games). For example, we talked about making Ground Stomp always last for 2 seconds, even when you first get it at level 1. Sure, it’s not as good at first, but at least it doesn’t get worse with time.

Of course, this means that we’d have to make CC less powerful across the board. Although it solves the original problem of CC skills feeling weaker over time, it creates the new problem of “my CC skills never feel powerful,” which is arguably worse.

Idea #3: Diminishing Returns

Another idea we considered was implementing diminishing returns the way World of Warcraft does. So, your first stun gets full duration, the second stun is cut in half, the third stun is cut by 75%, and for the fourth stun and beyond you get “IMMUNE.”

While this works for WoW, it just doesn’t seem like a good fit for Diablo III. Not only does it feel really weird to get an “IMMUNE” message, but it also puts a lot of limitations on you in co-op games when the order in which you and your teammate use CC can matter a great deal.

Let’s say you have a 5 second stun and your partner has a 1.5 second stun. If you go first, the monster is stunned for 5 + 0.75 seconds = 5.75 seconds total. If your partner goes first, the monster is stunned for 1.5 + 2.5 seconds = 4 seconds total. That seems like more micromanagement than we want to place in a fast-paced action game like Diablo III.

Additionally, there are currently a few methods of CC which are already very potent. For example, certain wizard and monk builds can maintain extremely heavy CC on enemies. As we examined CC, we realized we wanted to make CC skills feel good on their own, while still allowing these dedicated builds and combinations to be successful. In effect, we want to buff the baseline usage without hurting the players who have figured out certain potent combinations (though in the big picture we are still keeping an eye on that). This was yet another reason not to adopt the WoW diminishing returns system.

As you can see, every one of the solutions we discussed had a pretty noticeable downside, and we were kind of left hanging. We went over the reasons together and Jay basically said, “I know WHY we reduce the durations, but I still don’t like it. Keep working on it.”

Developers, Assemble!

As we started to wrap up development for patch 1.0.4, I decided to get a fresh perspective on the situation and hit up some designers on World of Warcraft and StarCraft II. One of the great things about working at Blizzard is being able to tap the creativity of other development teams, while still being able to do what is right for the Diablo franchise. Although they work on a different game, many of the designers around the company have been playing the heck out of Diablo III, and I figured they would be able to offer me some deeper insight into what they thought worked and what didn’t.

After tossing out ideas for a while, we had a small epiphany:What if we used DiabloWikidiminishing returns, but developed a different set of rules for Diablo III?

What if monsters just never went immune? And what if, instead of reduced % durations, the durations were reduced based on the length of the CC, so that it didn’t matter which order the CC effects were applied when playing co-op?

Here’s the system we arrived at:

How It Works:

  • Monsters have a “CC resistance” that is stored on a per-monster basis.
  • The CC resistance starts at 0%. For every 1 second CC that is applied to the monster, the monster receives 10% CC resistance.
  • Monsters lose 10% of their CC resistance every second that they are not CC’d.
  • Elite monster CC resistance is capped at the current reduction values already active for Elites. In other words, CC resistance on most Elite monsters is capped to:
    • 35% in Normal
    • 50% in Nightmare
    • 65% in Hell
    • 65% in Inferno

What This Means For the Player:

  • From a high level, diminishing returns are applied on consecutive stuns to reduce their effectiveness.
  • You will never get an “Immune” message due to diminishing returns.
  • Diminishing returns on Elite monsters cap out at the same values that are currently applied to Elite reductions.
    • As previous mentioned, this means that near-infinite CC strategies will still work. We’re okay with these strategies remaining viable, as we love how powerful it makes players feel. (That said, we will continue to keep an eye on these strategies and may make some changes in the future if we feel it will be better for the health of the game.)
  • If two players are in a co-op game, the order in which they apply their stuns doesn’t generally matter, so you shouldn’t feel totally “screwed over” by the other person applying their stun before yours.
  • A character using only the occasional CC every 10-15 seconds will always get the full duration in all difficulty levels.

A Free Demonstration

Let’s provide some examples to show how this new system can play out in real scenarios.

Example 1:

  1. A wizard freezes an Elite monster in Inferno difficulty for three seconds using DiabloWikiFrost Nova (db). The monster is frozen for the full 3 seconds and now has 30% CC resistance (+10% resistance per second for 3 seconds = 30% CC resistance).
  2. The moment the freeze ends, a witch doctor casts DiabloWikiHorrify (db) which fears the monster for 4 seconds. Since the monster has 30% CC resistance, it’s actually only feared for 2.8 seconds (3 seconds * 70% CC effectiveness = 2.8 seconds). The monster now has 58% CC resistance (30% from the first 3 second freeze + 28% from the 2.8 second fear).
  3. After 5.8 seconds (freeze + fear duration), the monster is no longer CC’d. Suppose nothing happens for 5 seconds. During this time, the monster loses 50% of its CC resistance and is now at 8% CC resistance (58% – 50% = 8% CC resistance).
  4. A monk casts DiabloWikiBlinding Flash (db), applying a 3 second blind. The monster is blinded for 2.76 seconds (8% CC resistance off of 3 seconds) and the monster now has 35.6% CC resistance (which we could round off as necessary).

Example 2:

  1. A monk with the Pandemonium rune is in Nightmare difficulty and casts DiabloWikiSeven-Sided Strike (db) on a single enemy, resulting in a lot of possible 7-second stuns.
  2. The first hit stuns the monster and lasts for a full 7 seconds, but adds 70% CC resistance.
  3. The second hit also successfully stuns the monster, and lands 0.4 seconds later after the first hit. The 70% CC resistance is lowered to 50% because the game is currently on Nightmare difficulty, and Nightmare difficulty has a CC resistance cap of 50% — so the stun is 3.5 seconds long. The 3.5-second stun gets applied, even though it is fully redundant with the existing 7-second stun. Since the new stun is shorter than the amount of time left on the current stun, no additional CC resistance is added. In effect, this second stun has no effect at all..<

Example 3:

  1. A party of four monks attempts to stun-lock an Elite monster in Inferno difficulty. They are all using DiabloWikiBlinding Flash (db) with the Self-Reflection rune, which blinds an enemy for 4 seconds.
  2. The first monk casts Blinding Flash and the monster is blinded for 4 seconds. It also now has 40% CC resistance.
  3. The second monk also casts Blinding Flash, but times it to land the instant the first one ends. It lasts 2.4 seconds and increases the CC resistance to 64%.
  4. Both blinds wear off 6.4 seconds later. The third monk lands his Blinding Flash immediately afterwards, which lasts 1.44 seconds. This increases the monster’s CC resistance to 78.4%.
  5. It’s now been 7.84 seconds, and the fourth monk wants in on the action. She uses her Blinding Flash. Even though the monster’s CC resistance is technically at 78.4% by now, it’s capped at 65% because of the CC resistance caps in Inferno. So, the 4 second blind actually lasts for 1.4 seconds. This adds another 14% CC resistance, bringing the final to 92.4%. (The effective resistance is still at the 65% cap, but the 92.4% is tracked under the hood for the stun resistance to wear off.)
  6. The poor monster has now been blinded for a total of 9.24 seconds, and the monks are out of Blinding Flashes. 🙁
  7. The next blind will occur when the first monk’s Blinding Flash comes off cooldown. Since Blinding Flash has a 15 second cooldown, and only 9.24 seconds have passed, the party has to wait for another 5.76 seconds. During this time, the monster loses 57.6% CC resistance, leaving it at 34.8%.
  8. The next blind will occur when the first monk’s Blinding Flash comes off cooldown. Since Blinding Flash has a 15 second cooldown, and only 9.24 seconds have passed, the party has to wait for another 5.76 seconds. During this time, the monster loses 57.6% CC resistance, leaving it at 34.8%.

Example 4:

Scenario 1

  • Player 1 applies a 1 second stun, it lasts 1 second. Monster has 10% CC resistance.
  • Player 2 applies a 6 second stun, it lasts 5.4 seconds. Monster now has 64% CC resistance.

Scenario 2

  • Player 1 applies a 6 second stun, it lasts 6 seconds. Monster now has 60% CC resistance.
  • Player 2 applies a 1 second stun, it lasts 0.4 seconds. Monster now has 65% CC resistance.

(Scenario 1 & 2 demonstrate that this system allows consecutively chained CC effects to be applied in any order. In other words, the math is commutative.)

We feel these changes should make CC abilities much more appealing (especially in those later difficulty levels), and are currently targeting them to go out with patch 1.0.5. While that patch is still a ways away, we encourage you to experiment with the math in the meantime, ask us any questions you may have about how the new diminishing returns system will work, and share your feedback!

Wyatt Cheng is a Senior Technical Game Designer for Diablo III. His favorite Iron Chef is Hiroyuki Sakai. A la cuisine!

Do these changes excite you? Will it change the way you currently play and use your CC Skills? Do you think one of the examples they dismissed would have been workable?

Related to this article
  • Vote: v1.0.5 Approval?
  • Blizzard Answers v1.0.5 Questions
  • Full v1.05 Patch Notes Posted

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    78 thoughts on “Developer Journal: Crowd Control Changes

    1. that’s when Jay looked at his Barbarian and said “fuck that loser”, and decided to switch to a DH

      • That incident is the reason he’s mentioned in such a positive note in Wyatt’s post, you know.

        That being said, I don’t understand how anyone can hate on the CC change in question. If this is a sign of things to come then D3’s future will be bright indeed.

        • Hmm.

          I don’t know about you guys, but I care very little about this. It’s not to say it’s not a good chance. It just seems to me that there are so many more important things on Blizzard’s plate that this should not be a priority.


          • ive felt that pretty much every change blizzard has made so far is basically not fixing whats actually wrong with the game.

        • Tend to agree. Diablo 3 still needs a way to go before I can deem it to be a worthy successor to D2. Itemization and drops still need a huge amount of work but I can see that the developers are moving in the right direction in general.

    2. I don’t care about stunned white trash. No change to elite cc, so why is he talking so much about…nothing?

      • Sounds to me like this does, in fact, apply to Elites. Elites start at 0% reduction just like everything else. They probably just have higher caps than normal enemies.

        • I thought the same thing “who cares, none of this effects elites”. I don’t get it I guess because this is what I read in the above Blizzard post:

          “Elite monster CC resistance is capped at the current reduction values already active for Elites. In other words, CC resistance on most Elite monsters is capped to: 65% interno ”

          Doesn’t that mean that none of this stuff applies to elites, or at the least, we will see very little change to CC on elites in inferno? Not sure why all the fuss is being made over CC’ing trash mobs if this is the case.

          • elites will get 100% of the first CC you cast, just like everything else. it CAPS at 65% so they will never go immune. this is a great change for sure and will allow me to use skills that i had to ditch in inferno

          • The journal thing says that each second of CC applied will cause an amount of monster resistance, up to the caps as listed (although I guess that non-elites will have lower caps). So the first CC is at full effect, the 2nd is resisted by a small amount, the 3rd by more, etc.

      • Because a huge wall of blue text looks better than one small paragraph. Oh and don’t forget charts! We love charts!

        I personally don’t see any point behind CC and mobs because this is not WOW and we have no reason to cc since everything dies in 1 or 2 hits / seconds / attempts.

        Give us PVP then talk about CC.

    3. great idea to encourage people to adopt different skills that are currently not being used (mass confusion is a main one that i really wanted to use in inferno but couldnt), whilst also not gimping out people who use certain mass-CC builds (like critical mass wizards)
      im totally happy with this change

      • This is a very smart idea. The easiest way to sell a new replacement system (for anything, not just games) is to first make sure it is in no way worse than the previous one.

        Since one of the tenents of the new system is to make sure CC resistance caps at the previous limits, it accomplishes this. Secondly it will improve the effectiveness of CC skills no matter what. Whether this is a significant improvement, enough to get people to change their builds, is another story, but it is an improvement.

        Seems extremely well thoughtout. Big thumbs up from me.

    4. This is wonderful. I love CC and messing with enemies in ways that have little to do with efficiency or tank-and-spank. Awesome.

    5. although i think this should not be one of the highest priorities for upcoming patches, i do like the insight into the developers minds, and the seemingly greater ‘openness’ towards the diablo 3 community with these posts

    6. My only question is why they didn’t realize the problem in the first place? There are so many decisions made in the game that seem to have come from not the slightest amount of thought or discussion. A half ounce of logic between a couple of competent designers would have realized the problems with the original system. I basically read this article as “well we were really stupid and didn’t think about this the first time.”

      • You actually basically didn’t read the article: they realized it at first but didn’t have time to come up with a solution that they liked.

        “So yeah, I don’t see any particular reason to provide one side with sympathy or support over the other, but why the hate? Both sides are just doing what people all over the world always do.”

        • Clipboard fail, and the edit button seems to have gone away again. Here’s what I meant to paste:

          “Jay has never been a fan of the way Ground Stomp and other CC skills become less powerful as a result of diminishing effects, but he also knew that a system to limit CC was required to add challenge at higher difficulties. While we’ve wanted to improve CC for some time now, we had bigger fish to fry first”

            • Hindsight, wonderful thing isn’t it. There is no way, absolutely no way to find good working solutions to all known or theorized issues when dealing with a project of this size and time frame. I’m not saying the team did the best job any team could have done but they are still working on it which is over and above what is required of them.

              Maybe a bit of slack cutting is in order.

        • didn’t have time to come up with a solution ! ?

          how about “we’ll release the game when it’s ready” ❓

          it was an 8 month beta

          the Barb was introduced 4 YEARS ago

      • That seems to be the general direction that patches to D3 take, with all their commentary and spin.

        Horrendous decision-making/game-design leads to Eureka developer blogs where they show us how smart and dedicated they are … but it only appears so because of the initial bad decisions.

        Another thought: are they testing any of this in Act3 Inferno? Because honestly, in Act1 nightmare or whatever, it is completely irrelevant.

        Last thought … how much of all of this is because of the profusion of Critical Mass / Frost Nova / Diamond Skin wizards? I feel another nerf bat coming to that strange and unintended build …

        • To be honest, I don’t think this is even that amazing or novel of an idea.

          I myself am a developer (not games however) and in the last week have written an adaptive back-off scheme very similar to this to solve an issue in our software.

          Now admittedly this depends entirely on the amount of time spent on the issue, as well as the time to review how well the initial design worked. Maybe they simply didn’t have enough time. But it sounds like they only came up with this idea after talking to the other development teams, when really it’s not that obscure or difficult to come up with.

          Then again, I have always thought I’d make a good game designer.

      • I happen to remember there being a game that this was loosely based off of… oh what was the name of it again?

        oh yeah! diablo 2!

        In case you forgot, D2 had diminishing CC as the difficulties progressed, so bitch at the D3 devs for it being broken, is kinda ironic with how much people bitch about D3 being so much worse than D2.

    7. Like the solution. Like the direction the game is headed. Maybe I’ll be able to bring myself to pick it up again some time after I get bored with TL2.

    8. You don’t fool me, Mr. Cheng. The effectiveness reduction of CC through difficulties was Jay’s idea, wasn’t it?

    9. Good ideas – I like it. This is similar to the Monster Hunter system, where subsequent attempts to stun or trap a dragon have diminishing returns but are not capped at the outset.

    10. “I remember watching Jay play his barbarian. He was having a blast, killing monsters left and right” Dang, I’m getting sick of reading how much Blizzard enjoys their own game..

    11. A definite improvement. I quit my wizard when it became obvious in inferno that I would need to tank elites. This change may also allow you to take boring passive defensive buffs off your bar in favor of cc skills.

      • speak for urself. i am looking forward to using the 966dps Dawn I found yesterday. and I’m not even a heavy farmer (paragon lvl 2).

        [joy dance]

    12. This is the kind of high-quality idea I expect Blizzard to come up with before shipping the product.

      Oops. Better late than never.

      • You can say the same thing about every good change they patch in. The benefits of hindsight and all that.

        • Hindsight is nice and all, but at the same time, what excuse do the Devs have for not improving on D2’s CC diminishing returns system from the get-go? D3’s existing CC diminishing returns system is an outright copy of D2’s CC diminishing returns system. The Dev’s had 7 years before release to come up with a solution for what they didn’t like.

    13. Oh yeah!!! At last!!

      I was awaiting changes to CC skills since I first reached lvl 60 with my first char and figured out that its crap in inferno.

      The solution seems very clever and I cant wait to try out some new builds!

      PS. This plus more changes to legendaries (especially lower lvl ones) and my faith is fully restored 🙂

        • I’m wondering how will Knockback be changed, since it’s currently based on a minimum knockback distance threshold from what I understand

          • Well it depends on what they call CC skills, they mention frost nova and critical mass etc. I don’t think stuff like knockback will be effected as it don’t have a duration to it, also not effected will be slow time bubble slow though I expect that will increase the resistance %.

      • God, do I ever hope. If they do anything with it, I expect a major overhaul. Or not, who knows what will happen with that.

      • Not crafting specifically; my hope is for them to simply add the ability to get rid of terrible rolls (+1000 life after kill) and replace them by rerolling that slot. If you could lock in a few properties you want to keep, take your item to an NPC (cough, the Mystic) and reroll the others, then items would suddenly have so much more value, especially legendaries with their guaranteed properties.

        • yes, that would be an interesting mechanic, it would just have to be nicely balanced so that the market is not suddenly saturated by “perfect” items.

    14. Would anyone have been ok if they decided to push Diablo 3 back antoher 1 or 2 to fix these issues in the first place?

      • 1 or 2 what, years? I’m not aware of any MMO type RPG ever having all the end game balance stuff fixed perfectly upon release. Even most SP games the end game content gets very skewed and unbalanced, just since it takes so long to test it and millions of players will always find tons of tricks and techniques a few dozen/hundred QA people will never have time/resources to investigate.

        Bliz has made pretty clear that Inferno balancing is an ongoing project, and things have definitely improved through patches. Whether the devs could have done a better job guesstimating in the initial release is open for debate, though.

    15. Pre-release, the obvious solution would have been to simply remove everything that involved CC alltogether and declare it as ‘not awesome’.

      It’s good to know they care about stuff like that, but as with so many issues: isn’t it a tiny bit late for all these observations and ‘epiphanies’? Like the one or other year of developement and testing time too late, hm?

      I’d like to see those developers reminded – once again – that when they have no intentions to provide continued MMORPG-style content updates over time for this game, they shouldn’t expect to be granted too much time for fixing/redesigning/revamping it over months and years post-release, MMORPG-style. This game was supposed to be (in their own words) POLISHED on May 15th.

      • Two D3 Expansions are planned. Considering the number of D3 boxes sold, and the current state of the game, and Blizzard’s desire to see similar x-pack sales, and that Blizzard has the money/resources to continually improve D3 while working on the first x-pack…. Blizzard would be fools to not continually patch D3 at their own expense while working towards the release of the first expansion.

        • Oh, expect to not hear anything from those ‘resources’ until they have a new product up for sale. In terms of producing new art/audio/content, Blizzard will remain very true to having delivered a finished product with D3. We’re talking game design, balance functionality and core systems here, that’s what they obviously didn’t get managed pre-release.

          Go ask yourself: If D3 is what they can deliver after years of developement time and practically no budget restraints, what will that expansion be like which they are now rushing forward while the main game still generates at least some audience?

          With that ‘we can still fix it during the months post release’ attitude they are proudly displaying these days, I personally am not too terribly exited about that upcoming expansion release anymore or whatever expectations they could try to raise with it.

    16. Sounds good to me. It just shows they are working on the details and making the game better and better. I could be in the party that always says: “the game should have shipped perfect”, but I prefer to be glad they are keeping with it, adding layer after layer of polish.

    17. Haha, PR garbage combined with balancing. Jay didn’t like this, or that, or how it was done. They want to give the impression he’s with the fans, not against them.


      • But of course, they might feel it’s needed since the last incident where Jay said “Fuck that guy”. 😀

    18. Was going to ask what about chills, slows, etc as “CC” then saw this from Lylirra in the comments:

      34 minutes ago
      @TolEressea: Blind, Freeze, Stun, Charm, and Fear.

      Movement speed slows, snares, and chills from Cold damage won’t add to a monster’s CC resistance.

      So, I guess that’s good to know. I’d rather see slows, chills be improved a bit as I use them more than actual stuns/lock-ups. But anyway I havent played since a few days after 1.04 and this isn’t really anything great to bring me back. Will keep checking to see what else is coming, though. One of these patc

      • Erm, that cut off was weird…and still no edit?

        Anyway, “one of these patches it will hopefully stop feeling like I’m paying to play a beta” or something like that is what I was going for. See ya next patch update :/

      • I think slows and chills are affects by cc Resistance, monsters are clearly slowed less on the higher difficulties.

        so if that is in fact true, then them not adding to the CC resistance should make slows more effective overall.

        as it is now, anything less than an 80% slow seems almost useless, unless its from a persistent effect like blizzard or caltrops that constantly refresh it, cause other wise it wears off way too quickly.

    19. This really doesn’t do that much and actually amounts to a small nerf.

      Before: You can stun trash at full effect, elites at 35% effect.
      After: You get 6.5 seconds of full stun on elites, then back to normal, trash is up to 65% resistant.

      Why a small nerf you ask?

      The main build that uses these keeps some stunned trash around for more AP on crit/possible Frost Nova crit buff/LoH… If your batteries break out and start running around, the lock starts falling apart.

      If not, it changes nothing after the first 6.5 seconds.

    20. Cool changes and all, but boring game is still boring. Need bigger, more expansive areas, bigger groups of enemies, as well as more interesting enemies. None of this will be patched in.

    21. I wish they would cut all of that PR crap out of developer’s post, especially after the recent Jay incident. It makes this post sounds so pretentious.

    22. I don’t understand what the problem is with just letting players be powerful. Why not let the CC go full duration on all difficulties? The whole idea of the game is to kill and get stuff and become godlike. Stop trying to balance us like this and let us play how we want.

      • This, seriously. I want to be able to crush the minions of hell with ease. I don’t understand how this dev team is completely missing the “feel” of the Diablo series! Give me that feeling!

    23. What troubles me is that they did not mention at all the hidden mechanic where CC is totally ignored in some cases and how it will be handled in 1.0.5

      Does anyone remember that table with the difficulty statistics and how if a skill did not cause enough slow % then it would be ignored by certain mobs with a high cap?

    24. D2 had diminishing effects of cc, but they were only noticeable on 1 point wonders. You could overcome this by maxing out the skill. As D3 has no skill points, I don’t understand why diminishing returns even exist. This whole idea is flawed and I think they should go back to the drawing board. The uselessness of slows and stuns in inferno is unfair to any class that needs to avoid damage – dh and wizard.

      Why would they allow a build that can perma-stun enemies AND still think cc skills need a 65% reduction in inferno? The two are totally different design philosophies. Why state that perma stun is cheesy yet allow perma stun builds to exist?

      • ^ I agree though from what I read its more of a problem with 4 player matches vs single player matches. That is how to make it kind of useful in single player but not overpowered in a 4 player game, IE if 1 person can CC a mob for ~25% of the battle then 4 players can CC it for 100% of the battle.

    25. BRING US PVP!!! holy %&$# at least give an agro button or duel requests. Why won’t they do it? I’ve given Bliz a lot of leeway on this game but seriously, we wait forever, get a beta-stage game missing a big chunk of promised content, some of the most boring itemization in a game based on loot, and almost four months later they are discussing making small changes to CC to make an already nerfed inferno easier (and no I don’t have god-gear).

      The only excuse I can think of is the RMAH, slowly release new gear and content to continually extend the stick toting the carrot at a pre-determined rate so the transactions continue at a predictable clip. Didn’t I see pvp 2 or 3 years ago? Where the $^%& is it now?

    26. I like how they give us choices to pick from so we cant blame them for making stupid decisions, so now if one of there idea translates into terrible game play they will just pass the blame on to the community.

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