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Disruption!!! Debuffs/CC update

negusonic#7245 negusonic Posts: 103 Arc User
edited May 2021 in Suggestions Box
I'm proposing controlled states be updated to be under stood in terms of final states (now called Disruption). Disruption is now a calculated additive mechanic that works with strength and resistances of the enemy.

Just as Healing is the Anti-Damage tree for Crits, Offense, or Penetration; Disruption is split into three "Anti-Utility" trees of: Energy, Threat Perception, and Movement/ChargeTime.

Using a Crowd Control power on an enemy gives them a "Mark" telling other CC users and DPS "Hey team, Hit THIS enemy with THIS type of Disruption. The "Mark" lasts only about as long as a current stun (Between 4 and 15 seconds depending on CC investment) before giving the enemy a stack of CC Resistance. Most Frameworks will specialize in one type of disruption. Some CC intensive frameworks will offer diversity of Disruption Type. Players without Disruption investment are encouraged to refrain from Marking their own target unless they want to give free stacks of CC resistance to enemies

Once an enemy is Marked Players can pile on a control type of the same Disruption Line to achieve a "Controlled State" (Interrupted, Coerced or Placated). The amount of CC required to achieve a controlled state is very high for characters who do not stack Disruption as their CC Utility/and or have stats to increase their disruption. It could take 3 or 4 powers of the same Disruption Line to achieve a "Controlled State" as a solo player. Controlled State length depends on the character's Innate Resistance and Stacks of CC Resistance but has similar numbers to what is done on live.

The amount of "CC Pile-On" required to achieve the "Controlled State" will be calculated based on the enemy's Rank, Buffs, and Disruption Resistances.

Sleep is a 4th, instant Controlled State used to "bridge" between Controlled States and DPS and cost is increased to reflect this ability's utility.
Post edited by negusonic#7245 on

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    negusonic#7245 negusonic Posts: 103 Arc User
    edited June 2021
    Disruption (Crowd-Control) Update
      What is Disruption?
    Each Player will have Disruption (crowd control) rating based on their ability to affect NRG, Movement Speed, and Threat.

    Example:
    Disruption Type
    Tap, Charge, Full Disruption Effect (15 seconds base)

    Energy Disruption
    Stun - Paralyze - Interrupt (controlling enemy Casting) as a separate controlled state.
    Stuns drain enemy energy by X.
    Paralyze Lowers enemy equilibrium for X seconds.
    Interrupt - Stops Enemy charge attacks every 2 seconds for 15 seconds


    Nerve Disruption
    Slow - Stop - Coerce (controlling enemy Movement) as a third controlled state
    Slows are X% Movement Speed (Snare) and X% Chargespeed Redux,
    Stop roots enemy in place and pauses their cooldown times for X seconds,
    Coerced are when an enemy swaps factions to become a pet. (Needs testing!!!). For Bosses and Players Coerced enemies drop Resistance Buff(s) for 15 seconds


    Cognitive Disruption
    Blind - Confuse- Placate (controlling enemy Perception) as one controlled state.
    Blind is simply a “target next enemy” command that comes with a new mark.
    Confuse opens targeting to Allies and Enemies command for X seconds. (yes, NPCs must be made immune)
    Placate is a can’t Fire with Enemy Targeted for 15s seconds command


    *Knocks and Pulls are not lines of CC powers but outside effects for set synergy.
    How does this work(FAQ)?
    Can I still chain hold enemies?
    Yes! You will choose powers with different type of Disruption effects but you’ll always know that your disruption is being added on to the enemy until the 6 seconds after they’ve procc’d a Disruption on you beyond the Tap rank to chain your holds with either a higher ranking effect (Interrupt, Confuse, or Coerce) or to cast a “Sleep” before they’re fed with a cc resist stack. Often that resistance stack will be enough to free them quickly but you can still cast more CC on them and then consume the CC stacks. Both Sleeping and Consuming Stacks are great risks that your team should coordinate with you or use disruption traps/pets like Psychic Vortex and Collective Will to help you maintain chains while you’re waiting for CC power cooldowns.

    Without Sleep however, the chance to chain-hold enemies is greatly reduced as you’ll need to focus on giving them different types of disruption in your hold cycle if you intend to keep them down. Many more enemies will be prepared with Hold Resistances.

    Why add Threat Management to Crowd Control?
    Controllers want to keep the threat, but mitigate the damages from adds. By Placating an enemy and keeping their aggro it ensures the Disruptor has a small rest from direct (though not indirect) attacks and allows them to move the combat to a safer combat area. (Dog-Walking).

    Why add Energy Management to Crowd Control?
    Energy maintenance has been a part of the Champions Online design from the first inception of the energy builder. Early attempts at energy drains as crowd control did not work at launch however because Stats were attached to too many characteristics. Now that stats are much more democratized choices, players who want to do their best hero work need to watch and maintain their energy in battle. Many enemies still work on this system and new battles will also use updated AI for energy maintenance.

    So we need to remake every CC power?
    We need to address how we view the powers, yes but the functionality of the powers should fundamentally be improved for teaming and allow different Disruption Frameworks to have some greater in-set perks.

    Here’s some quick looks at player terminology examples:
    • Sonic Arrow - Does X sonic Damage, Does Y Cognitive Disruption
    • Ego Weaponry - Does X Heal to self, Does Y Energy Disruption
    • Ego Storm - Does Y Energy Drain and Y Nerve Drain per second and Ego Damage over Time

    UI Update

    For Energy Disruption the Blue Energy Bar is the indicator. (no new UI)
    Stuns drain the actual energy from the enemy energy bar by a certain amount.
    Paralyzes lower the enemy’s Energy equilibrium bar by X Energy points If the enemy energy is drained to Zero there is an interrupt DoT attached to the enemy that will interrupt them every 2 seconds for 10 seconds. Players only have from the time the stun has begun to the time the stun effect ends (6 seconds standard) before the enemy receives one stack of Disruption Resistance (which adds 33% better Disruption Resistance Stat).

    For Nerve Disruption there is no bar (no new UI) but there are still indicators at your feet when your movement and charge speed is lowered by X percent until rooted. If the enemy movement is downed to Zero there is a root attached to the enemy’s feet that will keep them in place for 6 standard seconds and their Cooldown UI holds all countdowns until the stop has ended. Players only have from the time the stop has begun to the time the stop effect ends (6 seconds standard) top proc a 10 standard second coercion and the enemy receives one stack of Disruption Resistance (which adds 33% better Disruption Resistance Stat).

    For Cognitive Disruption we add is a New, Fillable, "Threat Bar" up just above the HP (The same Pink Bar as the Held Bar but mini-for UI avatar). The bar has a standard drain rate back to zero (no more need to press F). The mechanics work just like energy Disruption but on the threat bar. Lowering Threat. Confuses lowers Threat equilibrium to zero for Stun length and enemy targeting changes. If the Disruptor is able to EMPTY the enemy Threat bar then the enemies are placated for 15 seconds. Players only have the time from when the confuse begins to the time the confuse effect ends (stun time standard) before the enemy receives 1 stack of Disruption Resistance (which adds 33% better Disruption Resistance Stat). The Point Size of this Bar is standardized by role, but the rate of decay scales with INT and equilibrium HP are set by Threat (Role and Aura Strength). Cognitive Disruption is tied directly to threat making Healers and Tanks the least susceptible as they maintain high threat levels in combat naturally. Players can now watch team threat level via the Cognitive Disruption UI and be prepared to help their teammates out accordingly (making +Breakfree and Threat reduction to teammate powers so much more relevant). Tanks have the largest HP Threat Bar, Support second longest, then mDPS, then balanced, then rDPS with the shortest.
      Stack Changes
      Stacking Disruption immunity is now 5 stacks. Some passives may come with 1 or 2 stacks and maybe a form will have access to one stack for 3 base stacks for characters who invest in Disruption resistance.

        Stat Changes

      INT - Cost redux/Disruption Resistance innate. Ego and Str resistance through specialization. Int also helps cool downs which all CC powers have. Int specialization also provides penetration dmg which should apply to ALL ticks of DoT (Multi-Hit from other games) moving forward.

      EGO - Disruption/Ranged Strength innate. Int and Pre get Disruption strength through specialization. Ego specialization should get perception range (and minimap) specialization special to them moving forward (see stealthed and hidden enemies).

      PRE - Aura / Maximum Threat innate. Con and End (or Rec?) get Maximum Threat through specialization. PRE specialization also boosts any self healing, Shield HP, and boost team auras. Max Threat is now additionally needed to keep Placated enemies focused on the Crowd Control player instead of the healer/dps players. Some powers may provide temporary boosts to max threat as well as Actives.

      DEX - Crit Chance/ Aggression (no longer called aggression stealth) is “Threat Equilibrium” for Cognitive Disruption. Rec and Str get Aggression though some support passives will keep it. Your threat equilibrium determines if you are in "aggression stealth" when remain visible (not invisible) but less likely to be targeted. Negative threat equilibrium means less likely to be attacked.

      *Perception Stealth is still binary and a separate calculation however being in aggression stealth will always allow a player to enter and stay in Perception Stealth.

      Disruption Role Added (???)
      150% Disruption Strength (removed from “Healer” role)
      150% Maximum Threat
      125% Incoming Aura (Healer Role now 150% auras to others strength (heal boost)
      110% Damage Resistance
      110% Control Resistance

      90% Damage
      90% Max Health
      80% Base Energy Equilibrium

      50% Energy Decay

      Disruption is a Support Role to aid in debuffing/offtank
      Disruption Tier Changes
        Passives
        All Disruption Passives work in Disruptor Support or Hybrid Role. In Disruptor Support Role one aspect of the power generates an Aura for the Team. The Aura is Solo if the set is used in Hybrid and the effects are personal only.

        Ex:Congress Of Selves

        +Breakfree Aura (Disruption Resistance to team)
        +Perception Range/Strength to self (see enemy reticles behind walls and through stealth/teleport)
        +Paranormal Damage Strength (Low)
        +Removes Line of Sight requirements from Telepathy Disruption powers on can cast from behind the tree/wall ignoring line of (telepathy works at 100ft like archery but is rooted unlike archery) for a take cover and disrupt playstyle.


        This makes Ego Blast super attractive over Mind Break which would then go to DPS Mentalists mostly. I don’t know if all Auras work through walls currently but I assume they do innately without additional code.


        Tier 0 - Disruption consumption boost
        • Spike of Dmg - (Mind Break)
        • Shields - (Electric Sheath/Field Surge/Reiki Alignment*)
        • Disruption Effect /Active Utility - “Debuff Enemy Resistance On Next Hit” or “Team Perception Boost?” (Like a telepath getting enemy plans), “Team Breakfree/Energy” or etc

        Tier 1 - Taps and Melee
        • Tap Powers - (Blinding Light)
        • Melee Combos (Ego Weaponry)

        Tier 2 - Charge Disrupt Powers, Disruptive Pets
        • One Disruption Line and Damage with cool down. (Sonic Arrow, Bolsas)
        • One Disruption Line and a Heal with cool down (Ego Weaponry minus DPS)
        • Two Disruption Lines and Cool down (Mental Storm)
        • Summon a Disruptive Pet (Psychic Vortex/Collective Will, Sigils?)

        Tier 3 - Drain Powers, and Sleep
        • Life Drains
        • Energy Drains (Neuro electric pulse?)
        • Nerve Drains (Ego Choke/Quicksand)
        • Cognition Drains
        • Sleep (a temporary application of all 3 based on not being hit) - ignores cc resistance in everything but hold time is diminished based on number of resistance stacks. Offers a “disorient” status instead of offering hold resistance. Disorient is a cc debuff. This means paralyzing a disoriented enemy lasts longer than normal (putting Sleep into the CC chain additively). Largest cool down (active power length).

        Tier 4 - Break The Boss
        *Second (AoE) Disruption Consume Power boost with AoE Disruption Effect (Mass Interrupt/Coerce/Confuse) and set specific Effect

          Status Effect Changes
        Some statuses will be updated to work within the Disruption Cycle.
        • Disorient now adds +Cognitive Resistance Debuff
        • Fear now adds +Nerve Resistance Debuff
        • Bleed adds +Energy Resistance Debuff
        • Trauma adds a +Aura/Healed Debuff
        • (One for Knocks/Pulls that isn’t Disruption)
        • (**Damage resistances remain per type**)
        • Enrage adds a +Nerve Resistance Buff
        • Focus adds a +Energy Resistance Buff
        • Concentration adds a +Cognitive Resistance Buff
        • Illumination adds a +Aura/Healed Buff
        • (One for Knocks/Pulls that isn’t Disruption)
        • (**Damage resistances remain per type**)


        Design Notes

        The Disruptor is designed to Off-Tank via:
        • Hold Aggro, keep Cognitive disruption up so enemies can be walked without hitting Disruptor or teammates.
        • Hold Aggro and Keep Energy Disruption Up so enemy must use softer attacks and interrupt any tells.
        • Stay hidden and use Nerve disruption to help cripple an enemy for DPS attacks
        • Chain Hold with Sleep, Cognitive Disruption and Energy Disruption on one small area of targets.
        • Rez allies while enemies are Disrupted.

        Every set/archetype that invests in Crowd Control ought to be given one Tier 0 power that consumes Disruption stacks. It has a cool down and that requires melee distance to the target. Because so many powers will have been made redundant or need to be placed differently in the build scheme of each Frameworks I personally think it should be standardized in a Tier 0 power as Gentleman Crush had done with Mind Break’s design. These are "set defining" mechanics.

        For Melee hold builds this mechanic will be used more often as it’s more necessary. For Ranged builds it will be used less often. Finding ways for melee players to invest in cool down redux will be dev design to get this essential mechanic available to them more often as well as many of the melee T4s allowing for a second consumption. The consumption moves Crowd Controllers out of a Zero Sum mechanic and back into a decorative investment strategy for SOME builds but not a direct penalty for others.

        These changes will go a long way to showing how flexible using some (or dedicated) Disruption builds can be while still making sure they have dedicated role to play in Lair and Cosmics and should feel generally encouraged to team and work together in order to do things like CC Baby Dino/Kiga Hounds/Hearts/Orbs/and other larger Adds without fearing they’ll somehow muckup a dedicated build’s flow instead of add to their build.
        Post edited by negusonic#7245 on
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        negusonic#7245 negusonic Posts: 103 Arc User
        edited May 2021
        A Note on UI and Resistance Stacks:
        You can be in any of the final states (coerced, interrupted, placated and sleeping) or all 4 at once, but there are still 5 total resistance slots so you can likely still be controlled again with a sleep to chain or a successul second proc after the first proc has completed (Being Coerced Twice is two buffs down for a tiny moment but i think that's the total you'll get without lots of people watching not to use other Coercion skills against your enemy and the cooldown will remove the resistance before you can cast 3 on an enemy. Players are freed if they're at 5 stacks of resistance of any disruption for 20 seconds.

        A note on sleep:
        Sleep awakening still procs a Resistance and does NOT give the enemy a Disrupted state (tho it can have other effects when waking as well like disorient). In other words by using Sleep to chain you lose the chance to have had a Debuff state (Placated, Coerced, or Interrupted) on the target.

        A Note about successful Coercion:
        Target proximity into total calculations (much as the old 2 gun mojo did) for most Nerve disruptive powers (without additional investment). Costs Lots of Nerve Disruption to Execute. Can however chain to enemies down a chain of command (Enforcer down to Henchman). Also required for the Resistance Buff removal. Enforcers require highest threat to Coerce will be required for success. UI will have a bar or circle that can fill up with Nerve Disruption once an enemy is held to successfully get the coercion or not (must fill for successful proc)
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