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Proposal: Increase CC break threshold to 5% HP — a small change, big QoL improvement

Posted: Sat Nov 08, 2025 1:59 pm
by nebelwerfer
Spoiler:
post assisted by Ai
Hey everyone,

I wanted to bring up an idea that’s been on my mind for a while — increasing the damage threshold required to break CC (stagger) to around 5% of max HP.

Right now, it feels like CC often gets wasted because even the smallest bit of stray damage instantly breaks it. This not only reduces the impact of coordinated plays, but can also make fights feel a bit chaotic or unrewarding for players who try to time their CC properly.

By adding a small buffer — say 5% of HP before the CC breaks — we could reduce a lot of that frustration. It wouldn’t change balance dramatically, but it would make crowd control feel more reliable and intentional.

It’s a minor tweak, but I think it would be a huge quality-of-life improvement for both solo and group play.

What do you all think? Would a small damage tolerance make CC more enjoyable or fair, or do you see potential downsides I might be missing?

Re: Proposal: Increase CC break threshold to 5% HP — a small change, big QoL improvement

Posted: Sat Nov 08, 2025 2:18 pm
by saupreusse
👍

Re: Proposal: Increase CC break threshold to 5% HP — a small change, big QoL improvement

Posted: Sat Nov 08, 2025 3:01 pm
by TrainInVain
IMO there is too much cc in this game as it is. I think one of the biggest detractors to trying to fight while outnumbered is that you die while being cc'd and were never able to get an ability off

Re: Proposal: Increase CC break threshold to 5% HP — a small change, big QoL improvement

Posted: Sat Nov 08, 2025 7:28 pm
by Akilinus
cant you tell your team that you are staggering someone?