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The GCDE stun thread
#11
Ppl need to hit space more often fr...
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#12
Just warcry. It can't hurt you.
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#13
(12-19-2022, 12:55 PM)Muramana Wrote: 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 disagree, with the main reason being the fact that the only way to deal with stuns is to cleanse, don't get hit in the first place (which gets made extremely difficult with certain gap close options mentioned), or cry yourself to sleep as you watch the follow up take away half your healthbar.

With roots, you have significantly more options to counteract or retaliate. All you're locked out of doing with roots are inputting movement. You can still: use phantom strike/assault to move out of any follow-up, retaliate with a combo/high damage ability of your own after steering yourself with ctrl + movement, retaliate with your own CC, use defensive options like eshield, true counter, dpalm, or any other invulnerability or cast buff dr increase, and has the exact same counterplay as stuns in regards to being removed by cleanses or simply not getting hit in the first place.

Even GCDE roots like grappling hook have this same extra counterplay compared to GCDE stuns, but simply having less options due to the benefit of being GCDE. You can still use defensive cast buffs, cleanses, invulnerabilities/reflects, TC ruins grappling hook follow up. Technically you could counter with your own CC/combo but I would definitely not recommend it because you won't have time to stop their damage. Stuns, once again compared to roots, only can be cleansed and nothing else.

Also anything that cleanses slows cleanses roots but doesn't stop roots from being reapplied, unlike slows. Have fun with that information.

Anyone with a well-optimized build has either a cleanse, an invuln, or even both, making roots significantly more manageable compared to stuns in every case.
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#14
Everything being a root would be very boring.

I'll write my thoughts in a more elegant, detailed manner later. Though an easy fix would probably just to not let beans tick your GCD timer down while they're casting.

(Rebalancing some stuns would be good too. I.E making Pyro have a charge again / putting water whip behind intermediate)
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#15
Predict: try antecipate what you enemy will do before he does and act towards that. (the more range, more impossible becomes.)
React: React to a enemy action . (the less casting, more impossible becomes.)

I blame:

*The way beams|long stunning spells works
-The only way hypeer combos like that work so well is that most beams are both dealing damage and stunning or status applying spells, classic water whip, water beam, impact cannon, the stun time added the long range of spell and insta spell makes it work.
-There even rare case where you land a beam and the person end o a wall, when close enough? almost any spell turn into a follow up even being gcd.
-The problem is not long stunning spells, but how you can chain certain gcd spells in order to generate a GCDE effect of keep comboing without them being gcde spells.

*Aoe stuns.
-Comparing a water whip with pyroclasm is clear why use a linear when the aoe almost hit always? , sure you can say water whip is faster but when comes to the lightspeed combo that dont matter the oponent will only use dodge if he hits a really hard predict.
-The way aoe stuns work need be changed.
-Only action is dodge, and even like that there is the chance you still get hit and stunned while on dash example: Bone spear but i doubt people are mad with bone spear.

*Lightspeed range 
-You cant react only predict, and only can do that by knowing the hitbox of spell and having a image on your mind of hitbox, i got that due my jab experience so anything close jab range i can predict.
-Is really hard know when you in hitbox and do a predict unless you had played light tree before and tested for yourself but that's a minor problem.

A headache that is the fusion of all that.

Solution 1: What was already said is gonna happen, Rework in how beam works, what i would suggest is not only beam but any spell long enough fo permit that combos.

Solution 2: Remove all stuns from trees and give them to unarmed.

Solution 3: A new combat  stance option to combat those hyper combos builds, by breaking free from their unskip cutscene combos.

Active: You cleanse yourself against any cc or root that is holding you for the momment, and gain knockback,cc and snare imunity for 3 seconds. (can be used even while stunned, you just cleanse cc, nothing else.).
The day unarmed stop exist, so do i
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#16
Unless we’re trying to make the game a turn based one. Let’s stop adding more roots for god’s sake ahah..

Make Lightspeed a charge spell + Give charge spells AN ACTUAL INDICATOR.
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#17
Give lightspeed an fading animation or something that shows lightspeed is going to be used as jab have.
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#18
Muh crystal aura.

Muh stun DR.

This said, I don't actually have a strong opinion on this.

Hipster actually made an interesting post earlier, something about GCD not ticking down when beams are casting.

Honestly, I think that's a sleeper change that if made would have substantial effects.

As far as whips are concerned, they're a bit harder to hit perhaps, and I can't rightfully accuse GCDE stuns of being terribly OP specifically because of spells like lightspeed/plasma leap, in that case, you'd be casting a minimum of 3 spells, knocking your hotbar down a bit in exchange for a combo. The best I could offer would be something wherein you can only do so much damage within a certain time frame, but that seems like a cheap solution and would ruin the pacing eternias combat provides.

Speaking broadly, my knowledge on current gamestate is poor, I don't like to focus on the current meta as it ruins my ability to come up with extremely shitty spell concepts that I harass Chance with at the wee hours of the morning.

Don't know why I made this post, but those are my thoughts. Seems like a difficult problem to solve, I'll mull on shitty solutions but uhhh.... good luck.
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#19
GCDE stuns into beams has never been fun. Usually, the meta would shift away from them with frequent changes to systems and updates. With a heavier focus now on content, this seems to be lacking a little bit. Chance should just throw us a curveball and change something big like how mcap works.

My ideas on how to spice things up:
>If you are stunned by a GCDE ability, you take reduce damage from the next spell tick.
>Blocking a stun halves the duration.
>Blocking a stun creates a 3x3 aoe that stuns your enemy. (you still get stunned)

I particularly like the last one, as it gives counterplay to whips, gcde stuns etc. I generally like the idea of doing something new with block, as while it is what makes or breaks intense verbs, it's also majorly underused. Just ideas ! No hate plz...
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#20
Just make them all on the GCD so I can apply mud and watch them miss their combos.
Rob

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