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Please revamp CC mechanism
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I swear for every arena match I had, winning or losing is largely determined who wiped the anti-CC debuff first.

Both Spike and Elysia only provides 2 turn. Hence, whoever side cast Silent Flame/ Corvus Eclipse Slash/ Heavenly Spark/ Agonizing Tempest/Punishing Whirlwind, they have gone ahead of the game. Because you know... once a unit is (hard-)CC'd, it's very easy to kill them, as long as it's not a super tank.


So here, I propose a new set of mechanism similar to our freeze:

  • It no longer based on turn, but instead, based on hit. Multi-hit only counts as 1 hit.
  • There are some varying effect when the unit is hit while the debuff is active
  • There's a beneficial after effect upon a unit that recovers from the debuff.

And since we have 4* ~ 6* CC accessory, we can further adjust the effect potency based on the CC acc rank. I'll try to make the gap quite minimal.


So here we go:

Silence:

  • (-) Can't cast skill until hit for 1/2/3 times.
  • ( ) Skill dmg 10%/15%/20% upon recovery.

Blind:

  • (-) Cancels chances to do normal/ speed/ counter attack for 1/2/3 times.
  • ( ) Guaranteed lethal on normal attack for 1/2/3 times upon recovery.

Paralyze:

  • (-) Immobilized until hit for 1/2/3 times, normal atk dmg received 10%/20%/30%.
  • ( ) 10%/20%/30% evade chance for 3/2/1 times upon recovery.

Stun:

  • (-) Immobilized until hit for 1/2/3 times, skill dmg received 10%/20%/30%.
  • ( ) Normal attack crit chance 25%/50%/75% for 3/2/1 times.

Electrocution:

  • (-) Immobilized until hit for 1/2/3 times, skill CD increased by 20s/15s/15s each hit.
  • ( ) Normal atk increased by 10%/15%/20% for 3/2/1 times.

What do you guys think?

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Posted
7 years ago