1.05 is bringing a change to CC effects in Diablo 3, including the Frost Nova AOE stuns that are so useful with the Windup Wizard build.
While infinite CC rotations can feel make players feel awesome, it's fleeting. If CC becomes too powerful, it can trivialize most major mechanics and the game can become boring.
The new rules are fairly complicated, and it seems the change to gameplay style will be a sort of woozy back and forth of usefulness of freezes as combat ebbs and flow, with your best chance to stun right when you aggro a mob and decreasing as you pound that monster but then gradually reseting in chance back to usefulness if the mob flees.
How It Works:
Monsters have a "CC resistance" that is stored on a per-monster basis.
The CC resistance starts at 0%. For every 1 second CC that is applied to the monster, the monster receives 10% CC resistance.
Monsters lose 10% of their CC resistance every second that they are not CC’d.
Elite monster CC resistance is capped at the current reduction values already active for Elites. In other words, CC resistance on most Elite monsters is capped to:
35% in Normal
50% in Nightmare
65% in Hell
65% in Inferno
Blizzard will keep their eye on windup even beyond 1.0.5:
As previous mentioned, this means that near-infinite CC strategies will still work. We're okay with these strategies remaining viable, as we love how powerful it makes players feel. (That said, we will continue to keep an eye on these strategies and may make some changes in the future if we feel it will be better for the health of the game.)