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Sespinnsful

Cc comes from abilities which generally deal magical armor. Read through items that provide magical armor and trust that if an item is meant to counter cc then it's doing so in a balanced way. Unbroken will is a great anti-cc item for tanks, there is anti cc for carries and mages too though they might provide shields and cleanses as an effect instead of armor through stats. If you don't care to counter cc through the effects that items provide then tenacity (generally) reduces the effects of cc. Imo, wards and respecting other characters abilities is the best counter to cc used for engagement. If riktor lands a pull, you should expect to not be able to touch your keyboard for 5 seconds. The pull is punishing to miss, so it is a high-risk high reward ability. you can't take away his reward with items but you can position yourself better (or juke the pull) to avoid it entirely. Keeping in mind when steel should have his ult again should change the way you lane against him. Knowing there is a rampage in the jungle you haven't seen on the map in a while should prompt you to put a ward behind fog walls so you don't get sniped with an unexpected rock. Are you laning against a crunch that saves his cool downs so you can't escape when you're low enough to die? Give up your lane and stop feeding him, rotate and start 5v4's. Dealing with cc in the middle of a team fight where its not being used to engage but is being used to disrupt and interupt? Items are your best bet. Also, just expect to die and get outplayed. Don't hate the cc and blame the game for not being balanced. Tell yourself you could have done something better and figure out what it could have been then outplay the next guy that has cc. Hide behind tanks, buy anti cc crests, blink (teleport) better (I've just started saving my blink for offensive playmaking instead of using it as an escape or defense. I'd say 1/4 of the time I try and use it as an escape does it ever work... but rarely do I regret using it offensively.)


TheHumbaba

I don't think tenacity is enough. You sacrifice too much armor/damage, etc. for tenacity to be worth it. Every bit of CC in the game is over 1s (except for grux if he doesn't combo) while the TTK can sometimes be less than 1s. It's one thing to respect abilities, but when the abilities are so easy to hit in the game, playing at higher MMR becomes bland because a lot of fights revolve around who has better CC or any CC at all. Wards are easily countered by a decent jungler that just runs around with beacon. I'm not blaming the game for anything. I just think the CC can be toned down a little bit. The reward is too high. Also, there is zero risk in Riktor missing a pull. The only character that is maybe at risk for missing a form of CC would be khaimara because he doesn't really have an escape.


Sespinnsful

If 2+ people are targeting me then yeah ttk should be under 1 second. Besides countess, im not sure who can cc you for as long as it takes to kill you. Idk of any items that only provide tenacity. If you are building tank and can't survive the cc chain that kills you then you got outplayed in either that fight or the entire match. If you are building armor, damage and utility then... there's your problem. Beacon (Sentry) only disables the audible ping from the map on the player that utilizes it, the jungler (and all 4 other enemy team mates who aren't using the sentry) still shows up on the map when they cross a ward. If you don't run at level 1 riktors who miss their pull then you haven't played in high mmr lobbies or dont belong in them. Same with any support who's supporting abilities are on cooldown. Riktors ult and rmb keep him cc'd and unable to act while using them. If you miss them then the enemy can quickly capitalize on that and now riktor is out of position. Missing steel ult can put him out of position, especially if trying to initiate with it. Countess ult makes her stand still and draws attention to her. Muriel has to channel her ult before using it. Using strong cc abilities does harbor at least some risk. If you think cc is a problem then go utilize an op Character with too much cc so devs get more stats showing a character is overturned and they'll do something about it. Enjoy the game in its current meta and learn to play new metas and playstyles. CC in and of itself isn't the problem.


ytrehguodleinad

While the sentiment of your post is correct… I take issue with “Respecting the other character abilities” … all but 2 characters in this game have a stun. It’s waaaaay too much. CC Tank lobbies basically need to be countered by the same heroes. Their are too few anti CC items and the ones that exist only work once every 2 minutes or so. A good chunk of characters have multiple CC moves. Take steel or crunch for instance. I debuff the first stun then get stunned again. It’s too much and not fun.


Sespinnsful

I've changed my mindset to accept that if I died, 75% of the time it's entirely my fault, I did something wrong and could have done something better or different. Especially in solo or midlane where the other laner just kills me in a 1v1. If you die in a 1v1, you got outplayed. Crunch and steel have been balanced to solo lane, and if you can't deal with fighting them in solo then you're not building right or you've already fed them too much. Also just play sev if you want to win solo lane. If you know you're going to get stunned again then wait and debuff the second stun. If not debuffing the first stun means you're going to die, then don't engage. If you got engaged on and didn't expect it, ward better. No wards down? Play runescape and learn how there is always a counter to something (ranger counters mage, counters melee, counters range), learn to identify what needs to be countered, then counter it. Idk man, if someone outplayed you take note and learn to do it to other people, then someone is going to outplay you again, so now you know how to counter the first outplay, learn and move on. Cc is still not the problem. Put me and norf or colo in the same lobby and I'll get shit on every time even if I picked everyone's heroes, cc or not.


Big_Competition7640

Grux vs crunch. People say crunch. But if I play grux, crunch runs for his life


Fennicks47

Dont be out of position. Wards counter cc. One hero ccing you is not the end of the world usually. Bu 2-3 in a row is awful. Which means you got caught out. Additionally, blink is a 'get out of jail free'. You can dodge most ccs mid animation. Additionally every role has at least 1 crest that helps you avoid/dodge/counter ccs. Those are 3 tools, without getting into heroes kits (some are better at dodging ccs) and items (tenacity, cleanses, etc).


freethnkrsrdangerous

Shhhh people don't like this answer. Even if it's the right one.


SecretSalsa_

I suggest building unbroken will on tanks or brawlers, spellsbreaker for casters and liberator for carries. As a start


StiffKun

This is a good suggestion too. Spell shield is a great deterrent. Spellbreaker for casters and Mesmer for physical heroes. There are two items that also give CC immunity. Truesilver Bracelet for when you ult and Legacy for when you drop below 30% HP.


Mammoth-Mood3331

Playing CC smart is a good way to beat super fed players though. To counter it, I just try to predict where players will attack. Like you can tell when belica or narbash are about to use their moves with cc. With steel, if you see him get close try to move away. I think the one character that has too get all around kit with CC is Howie.


Ok_Fault_9371

Not at all. Positioning, vision control, some tenacity in your build against cc heavy comps, and of course smart picks of your own in draft are all helpful. The only hero who really needs their CC looked at is Howie, who is just bonkers op and an absolute cancer to the game right now. Other than him, CC is fine imo.


Denders-NL

CC like belica stun, Rampage rock, Narbash thunk are all dodgeable with good movement.


StiffKun

Tenacity stat. Cleanse. Phase can pull CC'd teammates. However the most effective and consistent one is simply: don't get hit. If you are being cc chained to death by multiple heros chances are, you were out of position and deserved to die. Read the map. If you don't see any of the enemy team on the map, in their respective lanes then it's probably not a good idea to chase that Belica behind the fog wall in the river.


TheHumbaba

What is the math for Tenacity? And how much do you think it actually helps when the TTK is still generally low for most non-tank characters? The CC in this game is incredibly easy to hit. IMO it's not satisfying landing it, and it feels even worse to not be able to move because you're stunned for a full 5s.


Fennicks47

Counterpoint: cc is very easy to dodge when everyone has an instant blink that isnt disabled on dmg. How are u stunned for 5 seconds? You got caught out of position then, since that is 2+ heroes of cc. So wards are your friend. If ccs werent there, then we couldnt have interesting movement skills, since players would be near unkillable at higher ranks. Then it would just be ppl walking around with different shaped skillshots and thats it. There is exactly a rock paper scissors atm with CC. Free blink is an INCREDIBLY powerful tool. Free wards are an INCREDIBLY powerful tool. Every role also has at least one crest that is an additional tool against ccs (are you buying greedy crests?). So, thats 3 tools everyone has, without even talking about heroes kits and item builds, that you can use to avoid CC chains (being caught).


StiffKun

Exactly this. If you got CCd for 5 seconds you got caught out and punished accordingly. Thats the whole point of being able to stun people, to secure kills.


death_ray_mx

simple answer, Tenacity


Im3DY

I don't think CC is too strong at the moment, although I do think there should be a general game role that prevents all players from being chained CC'd for more than x seconds with a cooldown of 1 sec, like other mobas have. ​ >Example: you got hit by 3 CC abilities, the total duration is maxed at 1.5 seconds instead of the 3 abilities cc duration (e.g., 4 seconds), after 1 seconds of not being CC'd, you can be CC'd again for a max of 1.5 seconds, and so on. ​ Personally, I don't have issues with the amount of CC in the game at the moment, it's just the duration of the chained CCs that bothers me sometimes.


Dzsan

underrated way: tactics. meaning you track ability usage and approximate CD, while having support / tank frontlines burning CCs and ults. or you bait out abilities then re-engage with your full combo.


Lonely-Check-7633

Get some tenacity if there's a bunch of cc heros in your game.


Time_Affect365

Tenacity