A list of puns related to "Crowd control barrier"
Pictured here at Leeds, there is a crowd control barrier ~60m from the front. Does this act as a 'golden circle' where you have to arrive super early to have a chance of getting inside, or is it relatively easy just to walk around the side and move from there?
I went down to Odaiba today to check out the festival set up and saw at the main stage these ridiculous CC barriers. The whole main stage dance loor it littered with barriers no more than two meters apart completely covering the D floor. I think it is going to destroy the party atmosphere and make it a nightmare to move around. Was this here last year? I want to hear other thoughts on the barriers.
Sorry no barrier pictures, phone was dead.
'cause they always be screamin' : "ALLRIGHT EVERYBODY CLAM DOWN !!!"
I've been planning on making this guide for a while now and I think there's no better time than now to start it.
Below this paragraph you'll find info regarding all CC effects in-game as well as a brief explanation of their effectiveness. I'll also list here effects such as "Untargettable" or "CC Immune" along an explanation on their applications, so without further ado, let's get into it!
####Soft Crowd Control
Soft CC is any kind of skills that will limit your ability to play the game, in this section we'll talk about all of the effects that can reduce your effectiveness on the battle field but not completely negate it.
> [Slow] - As the most common CC in-game, slowing effects are present on nearly every hero and it's also the most straightforward of all CCs in game, it will simply reduce your mov. speed.
> [Restraint] - Silvanna exclusive. Target will be trapped in an area, unable to leave for a moment, provides buffs for the user but other than that, it's not as restrictive as other CCs listed here
> [Reverse Time] - Diggie exclusive. Similar to the one mentioned above, the target is trapped in an area for a set amount of time, attempting to leave the area prematurely will drag the target to the center of the skill.
> [Disarm] - Masha exclusive. The target will be unable to use the basic attack command. This skill can also block basic attack oriented skills like Claude's ult as long as you land it before the skill is casted.
> [Silence] - Exclusive to Natalia and Helcurt, silence will prevent you from casting skills (battle spell included) but still allow you to move freely around and use basic attacks.
> [Immobilization] - Rooting you in place, immobilize will negate any attempts to move around. You can still use your skills and basic attacks, though.
> [Knock Back] - Despite being able to cancel skills, it's effect is so brief that it's not worth to place it next to actual Hard CCs. Aldous' ult and Masha's ult are some examples.
####Hard Crowd Control
Hard CC are skills that will take away your ability to play the game for a moment, they are one of the main things you should watch out for irregardless of what role you main.
> [Stunned] - Stun is your bread and butter. as the most common CC effect, there's not much to be said about it. It can and will annoy the hell out of you so avoid it at all costs!
> [Displace] - Commonly followed up by a stun
... keep reading on reddit β‘For reference, here is a list of hard CC.
The shotguns since RE6 or 7 seems to be gradually getting weaker. The new one in the Village demo seem like the weakest that it's ever been in the series.
I was thinking of how to gear my follower to take advantage of Bane of the Trapped. Here are the secondary traits that give CC:
1h weapons and offhands can roll 1.0 to 2.6 %. Anything else can roll 1.0 to 5.1 %. There's also charm, confusion, hex and taunt.
Do all these 12 effects proc Bane of the Trapped, or at least all the 8 from gear?
Also, are there any effects you, as a Bane of the Trapped user, wouldn't want despite the extra damage? Keep in mind that the 15-yard slow aura is not that big, and there are probably few builds that don't hit a significant number of targets further away. Also, if you're trying to have decent uptime on Squirt's, you may wanna avoid keeping enemies close.
However, in the previous patch, GoD DH's would skip Wyrdward on the templar with its excellent stun despite having no good alternative, simply because they wanted enemies to be able to follow them so they could gather a big crowd. GoD didn't use Trapped for pushing in the last patch (and are also limited to 4 pierces in this patch), but it's worth noting that CC can have a negative side.
Also, how do CC traits work when rerolling? They seem to be extremely rare just like level reduction. Am I better off re-crafting Cain and Sage pieces instead of rerolling, or are they rare when crafting too?
It looks like this is what we're seeing and (for reasons which I hope are obvious) it's a problem in /r/SuicideWatch and no doubt other subs as well.
This is a mod for the original Deus Ex that takes everything and shuffles it all around to make it like a new game every time but with the same great story.
Download and patch notes https://github.com/Die4Ever/deus-ex-randomizer/releases
Copy the DeusEx.u
file into your Deus Ex\System\
folder, which is probably C:\Program Files (x86)\Steam\steamapps\common\Deus Ex\System
(make a backup of the original DeusEx.u
file!)
There are also settings for
Can't decide between Helios prime, Adarza kavat, and panzer vulaphyla. Should I get all 3 and use them based on my WF and build? Eg: Adarza for my crit chance/dam/attack speed Mesa, Panzer for Saryn, and Helios for everyone else.
First of all, sorry for my english, second language xD.
As we know, Monks have the outstanding ability called Stunning Strike, making the class very important for CC. Considering this, I want to build a Monk that's even more focused on CC abilities and that can take them to it's full potential. SΓ³ I was thinking initially on making a follower of the Way of the Open-Hand, given that already on the 3rd lvl I'll get some more CC options that works with Flurry of Blows. I would focus the ASI in my Wisdom for obvious reasons too. The thing is that, there is any way that I can manipulate even more the actions of enemies, like with feats, multiclasses or other things? Like stop enemie's movement, force saving throw disadvantages etc.
Another question that comes in mind about a Build like that is this: If I suceed on stunning an enemy with an stunning strike, and then use my flurry of blows on him, get one hit and try to impose on him push or knockdown effect (Open-Handed Technique), he will automaticly fail? And if I knockdown a stunned enemy, he will lose his capability of getting up on his turn?
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