DanteriusAviusThe GCDE stun thread
#1
The thread we all knew was coming.

So this is not going to be a, this GCDE stun hurt me, please nerf it. I have a GCDE stun, nerf me, please god. The goal here is to break down what they do for the game, the pros I've heard, the counterplay I've heard, and the cons that I've seen, and my opinions on them.

I know Lightspeed is a major contender for most hated skill, however I'd argue that Lightspeed is far more necessary to fight kiting builds, and without GCDE stuns to let it be used in conjunction with any ludicrously high damage skill, Lightspeed is not the problem.

So, here we go.

GCDE Stuns, which ones exist, and what it means-

A quick primer for those not immersed in mechanics or new. GCDE is Global Cooldown Exempt, functionally meaning that it doesn't put your entire spell bar on cooldown for 2 seconds after you cast it. This lets it immediately be combod into another skill. The main skills this is talking about are Water Whip, Pyroclasm, Sancitified Flash, and Crystal Javelin. Grapple Hook is not amongst those I'm counting simply because it is a root, not a stun, which gives more option for counterplay through reaction.

At the moment, they are incredibly prevalent but in actuality, have seen some amount of play for the past several years.

(Also Tesla is still functioning as a combo linker and it'd be really great if it stopped doing that ANYWAY)


Why now?

With Lightspeed back to being an intermediate, and Sanctified Flash returning to being a real stun, it feels very heavily as if, the main way to be viable at this moment, is to go Lightspeed/GCDE Stun/High Damage Beam/ (Prism Beam or Impact Cannon sometimes)

It's safe, it's reliable, it does very high damage, and frankly, punishes anyone who doesn't have insane reaction time or very good predictive abilities, without a lot of way to return the damage.

And after seeing this for years, I find it both incredibly dull, and incredibly punishing of build variety. As of now, it feels even more like if you want to do an IC build and aren't building this way, you're setting yourself up to lose, and often lose very badly. The old ways of compensating for this were usually to build for hiddens A, B, and C to get power creep so you could stat wall it out. But in the new era of hiddens/Fates being much more sparing and even more based on impact than power level...it's harder than ever to try and work around this.


Why are they a problem?

1) As listed above they make build variety far more difficult. Because you're heavily encouraged to go into Lightspeed (or plasma leap) at minimum, that's an investment of sixty points. Then the GCDE stun, and high damage skill, and follow up, and often that's more than half a build.

2) They don't encourage a healthy relationship in combat. They encourage one party to have a specific combo that chunks someone for a quarter of their health bar at minimum, and then sit back and play defensive moves and auto hits. Some people will play a more risky game to try and eke out more damage, but the game pattern is the same. Put a timer on every match by using the same combo that's nigh on unreactable when performed properly.

3) They hurt design space for new spells. High damage spells are usually mitigated by problems of being difficult to hit, or leaving you vulnerable. As it stands, difficult to hit is no longer an issue, neither is leaving you vulnerable if you miss. This creates a system where every single high risk high damage spell is effectively only limited by its cooldown. There's been a habit in the past of, when the move is too strong within this combo, to nerf the damage spell, rather than the stun, which treats the symptom. It simply waits for another spell to be buffed into territory where its too abusable, to happen all over again.

4) It's not fun to watch. Beams I find incredibly hype to see hit, when used without setup, especially when they turn battles around. But that almost never happens anymore, because it's just not worth it. Instead of being high risk, high reward spells, they're just "ah yep, he hit that GCDE stun, expected." It breaks the high risk aspect, and turns it into just a bog standard combo.

5) It's been this way for several, years. I don't ascribe to the idea that a game should try to be Perfectly Balanced tm. I've come to believe that the healthiest games, have metas where the dominant trees and strategies change over time. It keeps things fresh, and whip beam could even return once in a while. But when it, and often by extension Explosion, remain dominant, T1 strategies for years, it's exhausting and honestly drives away my desire to play in some respects.

(Not Sustain though. I even enjoy playing sustain but a sustain meta would be the most agonizing thing in this world, it should always be fringe at best, encouraged through more DR and Shields, than actual healing)

The Counterplay Options:

I've been told if you cast cleanse in the moment before a stun hits you, the cleanse will still go off and cleanse the stun. Similarly, if one has near frame perfect dash timing, or invuln timing, they can escape the Lightspeed stun combo. All of these require high degrees of luck, usually a low ping, or your opponent to be highly predictable.

Aside from this, there's also war cry, if your war cry is already active when the combo happens. I know of no other actual options to counterplay this strategy.


The Pros:

1) Some people have said this is to try and give lower skilled people a chance, to narrow the skill gap. From what I've witnessed, this mechanic becomes far more abused in high skilled hands anyway, just creating a consistent gameplay loop for those who can use it, and not narrowing enough of the gap for those who may struggle already.

2) It keeps somewhat of a time limit on matches. This? Makes sense to me. Keeping matches shorter can help tension stay high, I don't mind this. I don't find this alone to be a sufficient reasoning.


My Suggestion:

The Minimal, absolute barebones change that won't completely gut all the builds that use it, but make them more fair? Turn all GCDE stuns into roots. This provides a chance for invulns, cleanses, or skills like phantom strike to play around them.

This has been my TED talk.

NOW DOWN VOTE ME!
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#2
Agree. Agree. Agree.
Turn them into roots.
Make them avoidable.
I'm tired of being blinded and smacked with a beam that takes 75 percent of my hp.
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#3
(12-19-2022, 12:27 PM)~Aoria-sama~ Wrote: Agree. Agree. Agree.
Turn them into roots.
Make them avoidable.
I'm tired of being blinded and smacked with a beam that takes 75 percent of my hp.

alright but only if shardform now applies for roots as well to continue ruining beam combos.
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#4
(12-19-2022, 12:27 PM)~Aoria-sama~ Wrote: Agree. Agree. Agree.Turn them into roots.Make them avoidable.I'm tired of being blinded and smacked with a beam that takes 75 percent of my hp.

I'd argue that roots are way worse than stuns in most cases with them being able to stack easier and base roots lasting 10x longer. For example. Iron grasp being allowed 2 spells to be casted on you with normal gcd.
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#5
this makes true counter op
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#6
(12-19-2022, 12:55 PM)Muramana Wrote:
(12-19-2022, 12:27 PM)~Aoria-sama~ Wrote: Agree. Agree. Agree.Turn them into roots.Make them avoidable.I'm tired of being blinded and smacked with a beam that takes 75 percent of my hp.

I'd argue that roots are way worse than stuns in most cases with them being able to stack easier and base roots lasting 10x longer. For example. Iron grasp being allowed 2 spells to be casted on you with normal gcd.

I'm not suggesting we change their duration, and there's no difference using a stun, into a root, than using a root into another root. The CC ends at the same time.
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#7
Frame 1 Instant Cast Roots/Stuns are dumb. They should only exist if stuns were correctly coded. It shouldn't be allowed to chain 3-4 spells off a single GCDE Stun.

There's no reason you should be able to extend combos with high-damage spells like tesla and every beam.

Stuns should be designed like Bone Javelin & Crushing Iron. You either need skill or setup to land them consistently. That is all.

Lightspeed is dumb. Plasma Leap is aite, at least it takes relative skill to land rather than pushing a single button.
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#8
What happened to pyroclasm having a charge up? Instead of turning it into a root it could maybe become a charge up, still carrying the combo factor but now having visible indication of when someone will lightspeed towards you or charge at you with it. Gives much more reaction time but if landed gives the user the reward for it.
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#9
Some things of note about a gcde stun+lightpseed combo if you fight against it are:
a) You need to be aware you are fighting against the combo to start playing around it in mind. If you aren't, you'll get caught off guard the first time the combo is used and have a higher risk of losing the first round as a result.

b) When you are aware of the combo in mind, it often puts you in a situation where you have to play more defensive. Maintaining distance so that the opponent will have to move into lightpseed range, keeping at least a dash or immunity off CD, or other defensive plays depending on your build.
Just having the combo alone applies constant pressure, giving the opponent an opportunity to take advantage of your defensive play by hitting you with other attacks until an opening comes up.

c) Having great reaction times helps out GCDE stun users as well. Most stun users generally use their stun and big hit spells in tandem, so if you avoid/go invul against the stun, you also avoid the big hit spell.
However, some players have a good enough reaction speed to withold the use of their big hit spells and only use it once they see the opponent is stunned and primed for the hit.


It's the type of build that can be hard to beat if you are not familiar enough with lightspeed to have a gauge for the range, and/or don't have the right tools to help work around it.
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#10
Make all stuns gcd and problem solved

(give ap scale to heals)
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