Hi, back again with yet another feedback post.
There is something I find troubling about abilities with crowd control that I noticed after frantically running around from hotspot to hotspot while trying not to die (which I failed miserably a few times). Basing all of my examples entirely off a player with zero Fortitude, Luck, and Willpower, whenever a player is hit by an ability with crowd control, they are debilitated by that crowd control for its base duration. If the same player is hit by the same ability with control from another source, the base duration of that crowd control is unconditionally added to the player's remaining duration of that specific crowd control that is already debilitating them.
Status effects applying their durations additively is not a good thing because this means multiple NPCs or players can chain abilities with the same status effect to debilitate a victim—or an assailant if they are receiving boons—with any sort of crowd control or malady with the intention of extending it to a lengthy duration if they do not have the Fortitude, Luck, or Willpower to resist, negate, or reduce it to a duration that will expire before the ability's cooldown from every source that used it refreshes. Whenever a status effect is applied, one of these three things should happen:
The status effect refreshes to the highest duration from the source that applied it after a skill contest regardless of rather that source was unique or the same.
- Assailant #1 applies Crippled to Victim #1 which gets its duration reduced by Fortitude due to failing the skill contest against Fortitude.
- Assailant #2 also applies Crippled to Victim #1 which refreshes the duration to the fullest due to winning the skill contest.
- Assailant #1 reapplies Crippled to Victim #1 which wins the skill contest this time and refreshes the duration to the fullest.
The durations of status effects can continue to stack as unique applications but with diminishing returns after each unique application's skill contest before being combined.
- Assailant #1 applies Crippled to Victim #1 for its full duration due to winning the skill contest.
- Assailant #2 applies Crippled to Victim #1 for an additional reduced duration due to failing the skill contest that
totals to a diminished value by the currently applied Crippled's duration.
- Assailant #1 reapplies Crippled to Victim #1 for a reduced duration this time due to failing the skill contest, but it is ignored because the current combined duration of Crippled upon Victim #1 exceeding the duration they could have applied based on their first personal application.
- Assailant #2 reapplies Crippled to Victim #1 for its full duration this time due to winning the skill contest which raises the duration of Crippled to the duration of their second personal application because the combined duration of Crippled on Victim #1 finally declined low enough for it to be exceeded by older unique applications.
The durations of status effects can continue to stack additively, but each status effect should have a maximum duration that cannot be exceeded no matter how many times it has been reapplied once reached.
The first suggestion prevents status effects from exceeding their base durations which will give the debilitated a chance to properly retaliate if their abilities that would cleanse them are on cooldown (if they happen to have them), the second suggestion allows for NPCs and players to make the most out of their abilities through coordination without the stacked durations of the crowd control, boons, or maladies becoming too oppressive and substantial due to the diminishing returns, and the last suggestion allows for status effects to remain as they are but with a hard cap on their durations which makes counterplay possible—somewhat similarly to the first suggestion.
Lastly, if status effects are going to continue to stack in one way or another, the amount of stacks should be shown as a little number on their respective icons under our resource bars at the top left of the screen and atop the ones above our characters' and the NPCs' floating resource bars.
I think that's about everything, so hopefully one of those suggestions can rein in status effects into a more controllable and engaging state.