Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
CC Diminishing Returns/Immunity
Mayhem
Member, Intrepid Pack, Alpha One, Alpha Two, Early Alpha Two
Not a fan of the current CC DR/Immunity system. Not completely sure how it works atm but now it does not reduce the duration of incoming cc, but gives you immunity after a certain amount of a cc type has been applied?
Mostly have been testing it with Snare
Can do 1 stack of snare and if i time it correctly i can have almost 3x full duration of 1 stack of snare.
2 Stacks almost 2x full duration.
2 stacks + 1 stack both full duration and after applying 1 stack again, immunity at some point during that snare effect.
3 stacks full duration and after applying 1 stack again, immunity at some point during that snare.
Feels like it just randomly gives immunity so idk.
With stuns and roots if you use a CC break, you can instantly be CC'd again without it having a reduced duration. You get stunned for 4sec -> cc break -> get stunned 4s again -> stunned again and immunity at random during stun.
I think a Full duration -> 1/2 Duration -> 1/4 Duration -> immunity for x seconds would be better. Would atleast be able to tell when you get immunity.
4s Stun -> cc break -> 2s Stun -> 1s Stun -> Immunity
Mostly have been testing it with Snare
Can do 1 stack of snare and if i time it correctly i can have almost 3x full duration of 1 stack of snare.
2 Stacks almost 2x full duration.
2 stacks + 1 stack both full duration and after applying 1 stack again, immunity at some point during that snare effect.
3 stacks full duration and after applying 1 stack again, immunity at some point during that snare.
Feels like it just randomly gives immunity so idk.
With stuns and roots if you use a CC break, you can instantly be CC'd again without it having a reduced duration. You get stunned for 4sec -> cc break -> get stunned 4s again -> stunned again and immunity at random during stun.
I think a Full duration -> 1/2 Duration -> 1/4 Duration -> immunity for x seconds would be better. Would atleast be able to tell when you get immunity.
4s Stun -> cc break -> 2s Stun -> 1s Stun -> Immunity
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Comments
The game really seems to not like having snare and chill on the target at the same time.