Tree of Savior Forum

[PvP] Crowd control and diminishing returns

Hmm, I would say they’re strong, but with many counters in PvP previously.
Nowhere near as OP as the meta PvP class builds.

My main issue with this is that hunters are relatively useless for anything aside from Growling at hunter3 with this change.
Investing 3 ranks into a class for the sake of one skill for afking more floors at ET doesn’t sound very balanced.

Sorry, but they stopped being op coursing and retrieves duration were cut down to 5 seconds and TBL kept the half duration rule making it 2.5 seconds, also IMC never bothered to fix coursing not working on mounted targets.

anyway are Murm’s headbutt and hackapelle’s cavalry charge in any group catagory?

If you mean Headbutt stun, then it should fall under Stun.
Cavalry Charge has a sort of turnaround effect right?
Not sure if that falls under any group, same with Dust Devil.
Those need to be tested.

Headbutt’s strike debuff or Cavalry Charge’s crit debuff shouldn’t be affected at all.

Ridiculous? That seems like a good change. Just cause you can’t cheese your way to perma cc people and have to rely on timing and combos now.

Uhh, you did have to rely on timing and combos as a hunter post-balance patch.
Perma-CC would be possible in a 1v1, with perfect timing, but that’s pretty much the class’s speciality.
Hunters can be dealt with relatively easily with proper strategy unless you’re one of those classes it’s meant to hard counter.

Balancing for 1v1 is honestly impossible, so I would recommend against looking at this change in isolation.
It causes hunters to be able to CC for ~5s once (using 3 skills), lose that and all significant damage sources for 45s afterwards, and nullify other better sources of binds for the hunter’s team.
In certain cases, a hunter in TBL could be actually hurt the team more than help.

Most of what I wrote a year ago is still relevant:

Headshot makes people spin (cannot take any action) and inflicts slight knockback+ knockdown.
It applies INT & SPR reduction, a bleed, and stun (headshot attribute).

Ok, that makes sense, maybe Headshot’s knockback/spin thing is an already existing entry in their code, unlike knockback/knockdown that had to be added just for this system.
Still weird that it’s not grouped with those though.
Thanks for the info, I’ll update the OP with stuff we’ve found out still then.

the raise on F27 (voodoo doll cancer floor) is affected though…you get out of it much sooner, even when its still up

and ye lycan aint immune to headshot…so its just somethin different, i assume?

And yet, Psychokino’s Magnetic Force still bugged forcing the 2 which had bump together stucked at the AoE and can only be removed with knockback/knockdown. :joy:

Any idea about the turning effect of Rogues Feint or Rodeleros Shield Shove?

Nope, since what part of Headshot that’s being diminished is pretty much speculation.
Unless those things are literally coded to use the same effect as Headshot (they’re probably not), they should be unlisted, aka not affected by this system at all.
I’ll edit that group to avoid further confusion, thanks.

Latest one took from ktos (currently using)
https://pastebin.com/KQVGcXm4

don’t sure which one will be using on itos have to wait and see this 26 sep.

https://tos.neet.tv/misc/buffs/90002
https://tos.neet.tv/misc/buffs/90003
https://tos.neet.tv/misc/buffs/90004

So these are actually buffs.

Thanks for looking up that code, the main differences I can see there is that the diminishing effect is 30% instead of 50% (still capped at 4 counts before immune though), and Sleep now has a category all to itself.
Edited the OP with possible updates to our code.

Let’s see if we also get this implementation when the Sept 26 patch hits.

itos latest patch file
https://pastebin.com/g9um2y56

same as ktos.

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Thanks, I’ve confirmed the code with my own sources too.
Edited the OP.

“Group 3 (Holds)
Raise (Initial tests have shwn that Raise does not get diminished, needs further testing)”

Seriously this F*****g Skill don’t get diminished???

Today I play agains 2 kinos and the CC was ridiculous, And none of the CC skill get diminished or atleast I don’t notice that, Magnetic force->raise->sleep->magnetic force-> Raise->Sleep until we die, I really want to quit the game compleatly after that match :rage:

MF should be getting diminished properly, during testing we noticed that you can walk out of out sooner.
Same with Sleep, but if you’re getting hit with lv15 Sleeps then you won’t notice the reduction much.

Raise still needs more testing.

They just don’t know how to code… IMC should look deeply inside their dev group and change everything. It is being a shame since from begining. Thnigs just don’t work, the old ones and the new ones. and there it goes almost 2 year after the “release”… I keep asking myself how can it be possible