Rework stuns/cc
#429 (closed) "Diminishing returns on stuns, freezes and slows" added a cc resistance mechanic to mobs, but I think the way it works right now could be better
Right now, each type of cc has a counter that starts at 0. Getting affected by that type of cc is +50 resist, and if the current resist is <50 it can be affected by cc again. Each tick (350ms) 1 point of cc is removed from each counter. So you use your first cc, 0 --> 50, then time passes, 50 --> 49, you can cc again (49<50), 49 --> 99, then it's ~17.5 seconds before you can use that type of cc again (50 * 350 / 1000 = 17.5).
Effectively get 2 of each cc type then have to wait 17.5 seconds for another cc. Even with one player you can easily hit this limit, and then your charge/smite/ambush/etc doesn't cc at all. With multiple players, it's even more likely that cc stops working after the first round of casting from each person vs a boss
So I think the resistance should be reworked in a few ways:
- Certain enemies should be able to have more/less CC resist (normal enemies having less cc resist than currently, bosses having about the same or less (faster than 17.5s) resist)
- Certain enemies should be completely resistant to some types of CC (ex. bosses being immune to pushback effects)
- "Diminishing returns" should maybe be diminishing duration instead of completely cutting off after 2 cc's
- CC should become available faster than it currently is (17.5 seconds is too long)