earlier option against CC

seras3333

New member
Right now, there are 2 options to help reduce CC, debuff remover (which is an upgrade from debuff reducer) and Unstoppable. both of these are solid options but my issue is that there is no cheap counterbuild option vs CC while behind. if your team is getting rolled, its really hard to save up 6300 souls just to be able to break out of CC effects since CC is pretty prevalent.

An item I would like to see is something more like the suzu ability from overwatch as an active, ideally t2 vitality or spirit. maybe only for yourself or only for 1 target, but something that breaks you out of CC and makes you totally immune for a VERY brief amount of time, perhaps 0.33s. enough to cleanse yourself of an impending stun which could be the difference between you getting away or not. It would need a long cooldown like 90+ seconds and maybe come with a drawback like making you stationary OR reducing your movement speed to be fair but i think it would overall be good to help give options against certain comps.

perhaps even if the item is ONLY able to be used on others and not yourself, it could be a good support pickup.

wondering what yall think about this.
 
i do see cc as a big issue right now, but items are getting added periodically and with them will definitely come some better cc options. as well, things like reactive barrier are great because it also means if you get stunned or disarmed you're not instantly dead. plus, some abilities like warp stone, majestic leap, etc. are just good for positioning to prevent cc in the first place
 
It would be better if they balance CC abilities that prove to be too strong or last too long. Since duration increase items also come at the same cost as items like Debuff Remover, so item wise its balanced.
 
It would need a long cooldown like 90+ seconds
The problem with early counter-CC options is that in early game, hard CC is also on a long cooldown, typically tied to an ultimate ability. The idea behind these hard CC abilities is to have a tool that lets you secure slippery players as kills with a teammate to help you and be confidently proactive on the map, making plays and openings for the objectives to come.
You should play a game as Mo & Krill, or as Wraith, and the other hard CC characters, to get a feel for what they want and more importantly what weaknesses they have. Mo & Krill need to get right up close and hug you, and usually can't kill you on their own as long as you aren't below half HP or something, while Wraith's Lift has a travel time before it actually lifts you, letting you make a lot of distance and even outrun it for a time and find someplace to be lifted out of sight where she can't fully capitalize on it. There's counterplay inherent.
A concept lost on a lot of player new to MOBAs is baiting stuns out. Because they are on a cooldown, once used, they have to wait again before they can sling another out. A Wraith, up until max rank of Lift, wants to Lift someone she can kill, or assist in killing. Because of the travel time of Lift, the target can attempt to escape. While Wraith can easily chase, there isn't an honest way for her to see through walls yet, so she could be chasing her target into an entire team waiting to kill her. Similarly, Mo can drop in and hug someone real good, but he has to commit to it. He's also not likely to kill without backup, so even if your teammates can't rescue you from the stun, if they can ward off Mo's team, his Ult, though not interrupted, was still wasted.

Having said that, something to help your teammates when they are disabled is a neat idea. Not sure it should break them free, though, but protect them from damage while they are disabled and give them a speed boost once the CC ends or something.
 
The problem with early counter-CC options is that in early game, hard CC is also on a long cooldown, typically tied to an ultimate ability. The idea behind these hard CC abilities is to have a tool that lets you secure slippery players as kills with a teammate to help you and be confidently proactive on the map, making plays and openings for the objectives to come.
You should play a game as Mo & Krill, or as Wraith, and the other hard CC characters, to get a feel for what they want and more importantly what weaknesses they have. Mo & Krill need to get right up close and hug you, and usually can't kill you on their own as long as you aren't below half HP or something, while Wraith's Lift has a travel time before it actually lifts you, letting you make a lot of distance and even outrun it for a time and find someplace to be lifted out of sight where she can't fully capitalize on it. There's counterplay inherent.
A concept lost on a lot of player new to MOBAs is baiting stuns out. Because they are on a cooldown, once used, they have to wait again before they can sling another out. A Wraith, up until max rank of Lift, wants to Lift someone she can kill, or assist in killing. Because of the travel time of Lift, the target can attempt to escape. While Wraith can easily chase, there isn't an honest way for her to see through walls yet, so she could be chasing her target into an entire team waiting to kill her. Similarly, Mo can drop in and hug someone real good, but he has to commit to it. He's also not likely to kill without backup, so even if your teammates can't rescue you from the stun, if they can ward off Mo's team, his Ult, though not interrupted, was still wasted.

Having said that, something to help your teammates when they are disabled is a neat idea. Not sure it should break them free, though, but protect them from damage while they are disabled and give them a speed boost once the CC ends or something.
Excellent response. I think the notion of "CC being a problem" is not approaching the situation with a moba mindset. The opponent will throw tools at you and you must react accordingly. You can't expect to go scot-free when you don't respect that.

There already exists such an item: Rescue beam. It pulls targets towards the user. Unfortunately not many heroes besides Kelvin and Viscous buy it. It's also an awful soloqueue item because well... soloqueue players are monkeys.
 
They do not limit item purchase as they did in earlier dota. So this item gonna be abused by everyone like return fire now. Idk what you thinking.
CC is already weak enough with long unstoppable that everyone should buy vs certain heroes that rely on disables in their ult.
 
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