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Diablo III tries a new approach to crowd control

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Diablo III tries a new approach to crowd control

Post by TheHidden01 on Thu Sep 06, 2012 12:00 pm

If you've been playing Diablo III and thought that its crowd control mechanics felt, well, weak, then Blizzard agrees with you. In a new post on the official site, Senior Technical Game Designer Wyatt Cheng explains the original reasoning behind Diablo III's crowd control, brainstorming sessions that the devs had to fix it, and the team's final decision. Coming soon to the game will be a buff for CC that creates new rules for how mobs process these abilities when used against them.

Cheng explains it thusly: "Monsters have a 'CC resistance' that is stored on a per-monster basis. The CC resistance starts at 0%. For every one 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."

He says that after the change, "near-infinite CC strategies will work," making the player feel powerful while not unbalancing the game.


The Dragoon King;

"Let your character be your weapon, your fellow guild members be your armour, your blood thirst be your helmet, and use your boots to make a stand. After every battle allow your shield to be your faith in one another, and return from battle either carrying it or resting upon it."

Dorek: hopefully it has ingame voip
Dorek: then you could shout at em
Dorek: besides you sound like a fucking psycho anyway so you would make em piss emselves

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