Just wanted to point out:
I don't really find the idea of removing hard CC wholesale swallowable.

Petrification -> obviously someone can't move during this
Frozen -> a block of ice isn't a moving object either
Stun -> this one actually has room for interpretation

My thoughts lie in this direction:
> Leave petrification alone
> Add levels to frozen and stun status*

*About levels to statuses:

- Depends on the skil, ablity points, stats, and/or a talent

- Level 1: partial frozen/stun that increase AP costs

- Level 2: greater frozen/stun even more AP cost increase and some other effect (maybe a slight increase in armor for instance and a greater effectiveness of blunt weapons on a frozen enemy for instance)

- Level 3: Full on hard CC, but wit greater effects. (in the case of froze, enemy has large armor boost but also greater weakness to blunt weapons)

The point of this system lies in the idea that Hard CC chains would only be possible for high level characters building around it using multiple schools, stat investments, combat ability investments and/or talent investements. Further, the characters would essentially be evolving from soft to hard CC over time.

Yes, it'd be slightly OP but all classes get their in their own time depending on builds so late game OPness for he sake of fun is actually a good design. Warriors will be one shooting everything anyway

The secondary effects of each element, in this case, is what will really define them. As well as the types of anemies they work on.

For instance, a skeleton wouldn't care about the cold until it was actually encased in ice, so I'd say that only level 2/3 frozen status could possibly effect it.

The same idea could be achieved using a variety of skills all based around core concepts but representing tiers in effectiveness, but I don't think anyone wants to bloat the skill trees

**I also agree with the ideas of fire on a frozen target only warming and freeing them and that freezing someone in a puddle should act as an anti-teleport anchor

Last edited by aj0413; 24/10/16 01:17 AM.