In Black Desert Online, a player that has been CCed cannot use their skills nor move; they can only use certain consumable items like elixirs, potions, and food.
If you CC (Crowd Control) someone, you can perform whatever skills you would like on them (assuming that you are not interrupted by someone else’s attacks), which makes it possible to chain CCs together so that a player stays controlled until they die.
Crowd control all have animations. Players lose control over their character because they are forced to go through these non-cancellable animations. I consider there to be six central states:
- Standing state: standing on two feet
- Grappled state: held in the air by another character
- Air state: with no feet touching the ground
- Grounded state: on the ground and unable to get up
- Recovering state: returning from the grounded state to the standing state
- Frozen state: frozen into a block of ice and taking only 20% of normal damage
CC COUNTER TIMER
All of these ccs have a value of 1 second except stiffness.
- STIFFEN: 0.7
- FLOAT: 1
- STUN: 1
- KNOCKDOWN: 1
- KNOCKBACK: 1
- GRAB: 1
- FREEZING: 1
Cc has a limit value of 2 or more seconds. When that cc limit is reached, the target is immune to cc for 5 seconds.
TYPES OF CROWD CONTROL (CC)
There are eight kinds of CC in black desert online: STIFFNESS, STUN, KNOCKBACK, FLOAT, BOUND, KNOCKDOWN, FREEZE, AND GRAB.
A stiff can only be applied to characters that are either standing or recovering. It is a standing CC if a stiff causes a character to momentarily be unable to move, but they still remain standing. This CC lasts for about 1 second and is the shortest of all of the CCs.
A stun is essentially a bigger stiff. It can only be applied to characters that are either standing or recovering. It is a standing CC if a stun causes a character to momentarily be unable to move, but they still remain standing. This CC lasts for about 2 seconds.
A knockback can only be applied to characters that are either standing or recovering. It is a standing CC if a knockback acts as a stiff or stun that also pushes its target backward, away from the attacker. It will also rotate the target so that the target faces its attacker. This CC lasts a bit longer than 1 second.
A float can be applied to characters, provided that they are not in the grappled state. It is a grounding CC because it forces the opponent onto the ground.
A float is composed of three parts: the target is thrown into the air away from the attacker (a very long air state), lands on the ground and is temporarily unable to get up (a short, grounded state), and then quickly gets up (a short recovery state).
A bound can be applied to characters, provided they are not in the grappled state. It is a grounding CC because it forces the opponent onto the ground.
A bound is composed of two parts: the target is immediately brought onto the ground (a short, grounded state) and then quickly gets up (a short recovery state).
A knockdown can be applied to characters, provided they are not in the grappled state. It is a grounding CC because it forces the opponent onto the ground.
A knockdown is composed of three parts: the target is thrown into the air away from the attacker (a medium-length air state), lands on the ground, and can not get up for a rather long time (a very long grounded state), and then quickly get up (a medium length recovery state).
Knockdowns are particularly dangerous because they have the longest grounded time for their targets.
Freeze is very situational and is mostly used by Wizards, Witches, and Novas. There are a few skill add-ons that apply freeze with a very low chance. However, it has been included for completeness’s sake. A freeze can be applied to characters, provided they are not frozen.
Freeze comprises two major parts: a frozen state (lasting roughly as long as a stiff), and a bound.
First, the Nova uses the freeze, and their target is frozen. The target is animation-locked in a block of ice during this frozen state. They can take critical and back attacks during this time. They also take only 20% of damage because the thick block of ice protects them.
Next, the ice melts, and the target is bound. The target undergoes a grounded state, during which they can receive down attacks, and a recovery state, during which they can receive back attacks. The frozen state is very interesting. You cannot freeze someone who has already been frozen, and nor can you stun or stiff them (the two standing CCs). However, you can apply to ground CC or grabs.
A grab is composed of two major parts: a grapple (with variable duration, dependent on which class is doing the grabbing) and a grounding CC: float, bound, or knockdown.
Different grabs have different grapple states. Thus, some classes have a very long grapple state, and others may have very short grapple states. Different grabs will apply different grounding CCs. For example, Tamer grab applies a float, Warrior grab applies a bound, and Ranger grab applies a knockdown.
OTHER FORMS OF CROWD CONTROL
The game does not consider some forms of CCs to be “true” CCs because the CC counter does not count them. However, they nevertheless prevent or severely limit a player’s control over their character, so they are discussed here. In many cases, these nonstandard CCs are very dangerous and should always be considered when engaging an opponent.
An air smash can only be applied to characters in the air state. It is a grounding CC because it forces an opponent onto the ground. An air smash has a 100% success rate, always. It also stops the float animation and “replaces” it with an air smash animation, which is composed of a long air state, a very short ground state, and a short recovery state.
However, the air smash’s air state is unique because a target can actually receive standing CCs – stiff and stun and knockback. Thus, someone who has been air smashed and is in the air can be hit by any CC. Therefore, you can float, air smash, and then knock back someone.
A down smash can only be applied to characters in the grounded state. It is a grounding CC because it forces an opponent onto the ground. A down smash has a 30% success rate, always. A down smash stops any grounding CC’s animation and “replaces” it with a down smash animation, which is composed of a short ground state and a short recovery state.
A vacuum is an effect that pulls a character to a new point. When you are in the pull of a vacuum, your character is dragged to a certain point, which the user of the vacuuming skill specifies. You can still perform any skills and actions, but you will be inexorably “dragged” to the center of the vacuum.
A vacuum is essentially an AOE field that deals with constant hits to targets around it. For every hit, targets are moved a short distance toward the center of the vacuum. Vacuum hits cannot be avoided except by using Invincibility.