Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Plan for Crowd Control?
Wondering what the plan will be for:
Crowd Control (cc)
Immunity Timers vs. Diminishing Returns?
Different "Grades"? (Stuns, snares, roots, "hard vs. soft", etc.)
CC Break abilities?
Did a quick search but didn't see much, anyone have dev input to this point?
Crowd Control (cc)
Immunity Timers vs. Diminishing Returns?
Different "Grades"? (Stuns, snares, roots, "hard vs. soft", etc.)
CC Break abilities?
Did a quick search but didn't see much, anyone have dev input to this point?
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Comments
https://go.twitch.tv/videos/182781830
I can't recall them going into any details on cc mechanics.
For example, rangers knee cap arrow can lock down a mob for 10 seconds, but lock down a player only for 2 seconds.
Same goes for cool downs, if you cast your knee cap arrow on monster it gets 10 second CD, but if you cast it on a player it gets 15 sec CD.
Of course numbers are arbitrary and serve only as an example. The point being CC spell CDs and their duration can be different depending if they are cast on monster or on a player.
The mage wall we know or maybe mirror image can be used for that. But other classes IDK atm.