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One such remedy could be as simple as breaking down these abilities and granting only pieces to certain moves. For example, Rose's Time Snare could inhibit ones movement, but not prevent the use of shooting, abilities, or turning radius. Same can be said for the Chomper's Goop (which might impact turning radius alone), Engineer's Loud Speaker (which might prevent abilities), etc.
- 10 years ago
I agree. I feel like the devs need to create a chart of CC effects:
- Slow/Stop the user's movement and/or aiming (Slows last longer than Stops as a balancing trade-off)
- Prevent the user from activating abilities- Prevent the user from firing main weapon
Now for each non-support class, your CC gets to do ONE of these things.
If you're a support class, the combined total of all your CC may do all three of these things (see Engineer's stun grenade). If Rose's Goatify prevents usage of abilities and weapons, then Time Slow should ONLY reduce movement without affecting ability usage or main weapon usage.
So:
Ice variants should not lock out ability usage. Using any movement modifying ability should break CC (Rocket Jump, Turbo Spin, Hyper, Burrow, etc). This is a fair tradeoff of high cool-down evasive abilities to counter a spammable no-cool-down weapon characteristic.
I don't know if Motocross's mud gun slows movement, but it should not. It should only affect ability usage.
I don't remember if Turbo Spin prevents ability usage, but it should not. It should only affect movement speed.
All new CC abilities should follow this guideline to reduce the number of affects rendering your character useless. With some practice we will be able to better understand which CCs lock out what facets of our character and be able to better handle those situations without it being an immediate death sentence.
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