Might be a hot take and yes I know this game is a moba. However being a moba shouldn't stop the devs from trying different ways to play around with CCs.
First of all let's define some terms:
A spell that really demonstrates what I want is Warden's Binding Word. It latches on to a target with a threat of a 3 second movement lock once it expires. Now the player has to make a quick decision to either take the CC and hope they can outgun Warden or make a quick getaway. In practice, Binding Word forces out a dash-jump or a mobility spell from the target, reducing their mobility for the rest of the engagement. However, as the game goes on Warden gets to a point where he and his team can guarantee that Binding Word latches on the target, this is where the counter items roll in. This in my opinion is more fun to play against than Mo & Krill's Combo, I say this even as an MnK main.
Following the example of Binding Word we can rework some CC spells to be less "unfun"
Feel free to call me an idiot or reply with your own ideas to make CC more palatable.
First of all let's define some terms:
- Hard CC - Abilities that prevent any character from moving, shooting, using spells or interacting with the game period. Mostly stuns. "Unfun" Tier.
- Movement Lock - Abilities that stop movement but allow other ways of interacting with the game. Binding Word and Grasping hands are a good example. Annoying as sh*t tier.
- Soft CC - Abilities that do not stop movement but limit one or more ways that a player can interact with the game, like silences and disarms. Feels bad tier.
- Pseudo CC - Abilities that force a player to actively interact with the game in a specific manner or get heavily punished, a good example is heavy melee. Okay I guess tier.
A spell that really demonstrates what I want is Warden's Binding Word. It latches on to a target with a threat of a 3 second movement lock once it expires. Now the player has to make a quick decision to either take the CC and hope they can outgun Warden or make a quick getaway. In practice, Binding Word forces out a dash-jump or a mobility spell from the target, reducing their mobility for the rest of the engagement. However, as the game goes on Warden gets to a point where he and his team can guarantee that Binding Word latches on the target, this is where the counter items roll in. This in my opinion is more fun to play against than Mo & Krill's Combo, I say this even as an MnK main.
Following the example of Binding Word we can rework some CC spells to be less "unfun"
- Sand Blast - Not being able to shoot is not fun. I suggest that reloading should be able to remove the disarm debuff. While we're at it lets replace disarm with gun jam. The way I see it, this will turn disarms into force reloads but it accomplishes the same thing, stop people from shooting. The devs can also add a reload speed slow if they're feeling spicy lol.
- Static Charge - A guaranteed 1.8 second stun that affects an aoe even with the 3.5 second delay should really be an ult lol. I propose holding parry should be able to remove the static charge and prevent the aoe stun. It will put the target into a vulnerable position since parry is basically a self-inflicted stun but it will avoid the alternative which is stunning your entire team. (Imo this should also be applied to Bebop's bombs.)
- Stake - A 2.25 second tether to the ground that also covers an aoe
Shouldn't I be able to heavy melee the stake to get myself free instead pulling on my leash like a rabid dog? Anyway it kinda accomplishes the same thing but the decision is up to the victim/target. Take the stake to the face and try to run/shoot back or do a telegraphed move that may save you. - Combo - Long ass stun with zero counterplay outside of not being caught, teamplay and unstoppable. I really can't think of anything for this one. But I think the victims should be able to parry each Mo slap to their face and avoid some damage if they time each parry right. Parry won't stop the channeled the stun though because Krill is actually the one with the rope. It's practically the same ability, just that the victim just has an option to mitigate the damage instead of just watching their health bar disappear.
- Grasping Hands - A line on the ground that can repeatedly immobilize players who cross it. I like the idea but we should be able to shoot the hands like the dead heads. It will literally change nothing, since players caught will have to aim down and shoot the hands instead of shooting back. Honestly it sounds like a better outcome for Graves than having caught someone then having them kill you because they can shoot you back even while immobilized.
Feel free to call me an idiot or reply with your own ideas to make CC more palatable.