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 Developer Journal: Crowd Control Changes, 1.0.5 insights

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TSBalaclava
post Sep 6 2012, 03:22 AM, updated 14y ago

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QUOTE
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 Ground Stomp 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. Ignore Pain, 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, 47, and 59 * (the levels you're likely to be at Act III Normal, Act III Nightmare, and Act III Hell):


It'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, Frost Nova with Critical Mass). 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 diminishing 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:

A wizard freezes an Elite monster in Inferno difficulty for three seconds using Frost Nova. 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).
The moment the freeze ends, a witch doctor casts Horrify which fears the monster for 4 seconds. Since the monster has 30% CC resistance, it’s actually only feared for 2.8 seconds (4 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).
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).
A monk casts Blinding Flash, 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:

A monk with the Pandemonium rune is in Nightmare difficulty and casts Seven-Sided Strike on a single enemy, resulting in a lot of possible 7-second stuns.
The first hit stuns the monster and lasts for a full 7 seconds, but adds 70% CC resistance.
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:

A party of four monks attempts to stun-lock an Elite monster in Inferno difficulty. They are all using Blinding Flash with the Self-Reflection rune, which blinds an enemy for 4 seconds.
The first monk casts Blinding Flash and the monster is blinded for 4 seconds. It also now has 40% CC resistance.
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%.
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%.
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.)
The poor monster has now been blinded for a total of 9.24 seconds, and the monks are out of Blinding Flashes. sad.gif
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%.
The first monk uses his Blinding Flash as soon as it comes off cooldown. The 4 second blind is reduced to 2.61 seconds thanks to 34.8% CC resistance, and the monster’s CC resistance goes up another 26.1% to 60.9%.

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 64% 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!



biatche
post Sep 6 2012, 07:00 AM

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stupid patch

not going to do anything.. perhaps only make things worse

http://beta.xfire.com/games/d3
waklu
post Sep 6 2012, 08:04 AM

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only CC changes..epic fail Blizzard...
Quazacolt
post Sep 6 2012, 09:14 AM

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and on with the flames laugh.gif
yuhhaur
post Sep 6 2012, 09:18 AM

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I can forsee the WIzzy's frost nova build getting nerfed till the bottom of the Hell Rift.
fanworld
post Sep 6 2012, 09:35 AM

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QUOTE(Balaclava @ Sep 6 2012, 03:22 AM)

*
article started with barb having problem with cc and examples does not talk about barb at all. my barb is getting cooked at inferno act 4 if i am playing solo. will this stupid patch help barb or not is only thing i am interested to know.


ALeUNe
post Sep 6 2012, 10:14 AM

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QUOTE(fanworld @ Sep 6 2012, 09:35 AM)
article started with barb having problem with cc and examples does not talk about barb at all. my barb is getting cooked at inferno act 4 if i am playing solo. will this stupid patch help barb or not is only thing i am interested to know.
*
Many say Barb is so over power now.

You feel your Barb is weak? hmm.gif
MOBAJOBG
post Sep 6 2012, 10:18 AM

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fanworld,

Why is your barb getting cooked?? whereas mine is rampaging and looking like the leader of the team group in co-op! Trust me when I say that "Act 4 Inferno can be completed solo easily by a face-tanking barbarian from start to finish within 2 and a half hour".

This post has been edited by MOBAJOBG: Sep 6 2012, 10:25 AM
aLertz
post Sep 6 2012, 10:20 AM

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QUOTE(fanworld @ Sep 6 2012, 09:35 AM)
article started with barb having problem with cc and examples does not talk about barb at all. my barb is getting cooked at inferno act 4 if i am playing solo. will this stupid patch help barb or not is only thing i am interested to know.
*
something wrong somewhere...many are training up barbs to farm better in inferno rclxub.gif
metalfreak
post Sep 6 2012, 10:24 AM

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fark! so that means wizzy CM build is worse now ? wait..that is only the freezing part. twister + explosion is still da same right?
kanethesun
post Sep 6 2012, 10:25 AM

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play style problem

my friend barb previously only can farm like a king in Act 1, until butcher

go A2-A3 = definite death, dare not go A4 also

with 1.0.4, he jump here and there, and swing like nobody business

Barb spinning and shout : "I iz the kinggggg!!!!" laugh.gif
metalfreak
post Sep 6 2012, 10:31 AM

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oh wait. i read wrongly Its BETTER FOR wizzy CM USERS! awww yeah
TSBalaclava
post Sep 6 2012, 10:58 AM

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better for CM wizard actually. I don't understand how the F it affects barb that doesnt use CC - ie; what's the point if it doesnt affect WW barb lol
jenniferjen
post Sep 6 2012, 11:05 AM

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Is actually buffing the CC which people never bother, a little stun or freeze won't really change much, the whole game is about how fast or slow you kill....

But in a way, i think it does help the kiting class.... but still.....
polarzbearz
post Sep 6 2012, 11:06 AM

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My first reaction after reading the blog:

Mehhh... dry.gif
Quazacolt
post Sep 6 2012, 11:24 AM

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The poor monster has now been blinded for a total of 9.24 seconds, and the monks are out of Blinding Flashes. sad.gif <--- rofl
metalfreak
post Sep 6 2012, 11:32 AM

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QUOTE(jenniferjen @ Sep 6 2012, 11:05 AM)
Is actually buffing the CC which people never bother, a little stun or freeze won't really change much, the whole game is about how fast or slow you kill....

But in a way, i think it does help the kiting class.... but still.....
*
it helps for the first few freeze lol. after 3 times, its the same edi LOLOL

jenniferjen
post Sep 6 2012, 11:32 AM

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QUOTE(polarzbearz @ Sep 6 2012, 11:06 AM)
My first reaction after reading the blog:

Mehhh... dry.gif
*
And my impression, darn, why are they wasting time on this?
fanworld
post Sep 6 2012, 11:33 AM

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QUOTE(MOBAJOBG @ Sep 6 2012, 10:18 AM)
fanworld,

Why is your barb getting cooked?? whereas mine is rampaging and looking like the leader of the team group in co-op! Trust me when I say that "Act 4 Inferno can be completed solo easily by a face-tanking barbarian from start to finish within 2 and a half hour".
*
brother mind sharing your build and stats so I can learn from you how to play solo on act 4 inferno.
polarzbearz
post Sep 6 2012, 11:40 AM

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QUOTE(jenniferjen @ Sep 6 2012, 11:32 AM)
And my impression, darn, why are they wasting time on this?
*
To prove to us players that we're indeed on a beta.
untong
post Sep 6 2012, 11:41 AM

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QUOTE(jenniferjen @ Sep 6 2012, 11:32 AM)
And my impression, darn, why are they wasting time on this?
*
becox the item with cc effect not selling that well in RMAH, so less income for em... =P
paranoid
post Sep 6 2012, 11:45 AM

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byebye perma freeze, blizzard was done with DH
now messes with wizzards.
i believe this is mainly implemented to nerf the CM wizards.
metalfreak
post Sep 6 2012, 12:00 PM

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I dont get it, isn't it the same because its capped to 65%?

man this new change =.=

Quazacolt
post Sep 6 2012, 01:41 PM

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QUOTE(paranoid @ Sep 6 2012, 11:45 AM)
byebye perma freeze, blizzard was done with DH
now messes with wizzards.
i believe this is mainly implemented to nerf the CM wizards.
*
L2Read
wKkaY
post Sep 6 2012, 02:33 PM

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QUOTE(metalfreak @ Sep 6 2012, 12:00 PM)
I dont get it, isn't it the same because its capped to 65%?

man this new change =.=
*
Read it again.
Quazacolt
post Sep 6 2012, 03:12 PM

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QUOTE(wKkaY @ Sep 6 2012, 02:33 PM)
Read it again.
*
its a yes and no situation, his questions were vague, this he gets a vague reply.

but of course, if one decides to do their homework, then it'd be:

QUOTE
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

in this example, he is right, yes it is the same.

however:
QUOTE
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.

then it is a no, it is different. which is where wKkaY is coming from.

with examples:
Example 3:
A party of four monks attempts to stun-lock an Elite monster in Inferno difficulty. They are all using Blinding Flash with the Self-Reflection rune, which blinds an enemy for 4 seconds.
The first monk casts Blinding Flash and the monster is blinded for 4 seconds. It also now has 40% CC resistance.
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%.
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%.
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.)
The poor monster has now been blinded for a total of 9.24 seconds, and the monks are out of Blinding Flashes. sad.gif
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%.
The first monk uses his Blinding Flash as soon as it comes off cooldown. The 4 second blind is reduced to 2.61 seconds thanks to 34.8% CC resistance, and the monster’s CC resistance goes up another 26.1% to 60.9%.
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 64% 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.)


hope the above clears all doubts smile.gif
(and maybe some of the baseless retarded flames)

=edit on typos=

This post has been edited by Quazacolt: Sep 6 2012, 03:14 PM
jenniferjen
post Sep 6 2012, 03:54 PM

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There are experimenting with split second effect, darn.... there dont realize there are more important things to do?
Quazacolt
post Sep 6 2012, 04:11 PM

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QUOTE(jenniferjen @ Sep 6 2012, 03:54 PM)
There are experimenting with split second effect, darn.... there dont realize there are more important things to do?
*
no.
TSBalaclava
post Sep 6 2012, 04:34 PM

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QUOTE(paranoid @ Sep 6 2012, 11:45 AM)
byebye perma freeze, blizzard was done with DH
now messes with wizzards.
i believe this is mainly implemented to nerf the CM wizards.
*
read la mangkuk
wKkaY
post Sep 6 2012, 06:13 PM

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QUOTE(jenniferjen @ Sep 6 2012, 03:54 PM)
There are experimenting with split second effect, darn.... there dont realize there are more important things to do?
*
Well I think it's a welcome change. It can change party dynamics the way the CM/Frost wiz build does. A DH built around stun grenades, lightning elemental arrow, and high attack speed might be able to pull off something similar. I used to use stun bola a lot in nightmare but it became ineffective in hell upwards.
bamkai
post Sep 6 2012, 06:49 PM

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obviously they are modding for pvp.. cc will be important by then .. maybe. meh
xander
post Sep 10 2012, 03:31 PM

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QUOTE(Balaclava @ Sep 6 2012, 04:34 PM)
read la mangkuk
*
love ur reply

make me went LOL

 

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