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12-09-2019, 01:15 AM
(This post was last modified: 12-09-2019, 01:31 AM by Rod.)
Out of my fights today, which has been a lot against people around my RPL or a bit lower. I have won all of them except 2 fights. And really, I am not having fun here. I enjoy the more slowed down combat and people having a exspertise instead of 6 different trees. But this is getting out of hand.
This Meta is one of the worst I've seen, and it starts with Stuns.
Fights are not only boring to fight in, but boring to watch, even more boring that seeing Levi fight.(Shots fired).
The only fights I had any sort of trouble in, were ones where the other user, who actually plays the game or played, knew to have stuns. Every other plebian I just ran over like a steamroller with my chaining stuns.
And all I use is Lariat and whip. (Which feel like much more than 1 second, I've did Lariat and waited for a cooldown and still landed it before).
But if you're really chad? You've got Exsplosion, or Bone, Or metal etc etc.
I think the game is balanced in terms of distributed power. No one can deny that there was an attempt to put the best -stat- spread spells not too far ahead of the basics. I like that, and I appreciate whoever took the time to do so.
But, the more underlying problem(Other than that I see a large majority of****ing person with cosmic or energy) Is the stuns. I am so bored knowing when someone is going to lose. Atleast with slow stacking I could -move- or someone had a chance. Now? You just watch a cut scene of me beating you.
I have watched alot of players, and already know what to do with my next one. (I'm looking at you Earth fomo users.) And really It demotivates me to play, me personally. I want a challenge, or some mystery to a fight. Stuns take that out for me.
Do I mean take out every damn stun? Of course not. But they need to be revisited and work like I see gale-force, a GCD that forces you to atleast -attempt- to follow up, that also makes distance and has its drawback. Meaning lowering duration of a lot of stuns, as well as accessibility.
(Why the **** is bone a aoe stun? Why is exsplosion a giant instant aoe stun. Who the **** thought a 3 tile Water whip is a good idea? Waves and beams that vacuum you?! Fire the guy who made these changes, and get the guy who balanced the stats spread of spells back in the office.)
Back in my day if you did a whip into a water beam, that was a hype moment because of how difficult it was to do. But now? Pfft, I see people getting or doing these cheap easy stuns in every fight, just boring. If there was less 3 tiled stuns or easy to land ones, that would be nice. But this meta? So easy, boring and watered down compared to what I remember Eternia as
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My question is. What are the CD's of these stuns anyway that they're so easy to chain and stun lock?
I'm only running compression myself. So I'll likely be in the vein of 'The person that you see lose all the time'.
Tempted to get Fall though.
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TBH I agree with Rod.. AoE stuns without a charge shouldn't be a thing. Mention it before in the discussion channel in the server.
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12-09-2019, 04:17 AM
(This post was last modified: 12-09-2019, 04:31 AM by Jetniss.)
Explo is like 30 sec CD on its stun, lariat I think is like 24. I could be wrong on those.
I think I honestly rather be stunned than deal with slows. I've seen people slowed by time and cosmic and other kinds of combinations and sure-- they could move. But so can people who've been withered by Nasus. Watching them -try- to move while only able to traverse what, 2 or 3 tiles over the course of 30 seconds? It's terrible.
At least with a stun, they usually have a very short window where they can capitalize on it, and I know when it's coming because they're far between and there's huge room for error. But that's just me.
I think unarmed is the biggest stun-bomb with its insane amount of CC packed in. And when you combine unarmed with trees that have more stuns-- like water, it becomes really insane what you can do (you know that). Maybe removing chain stun might help? I dunno what the bone stun is so I can't comment on it and I think metal also has a stun. I don't know the depths to their power. But putting stuns behind charges, or making them instant, it doesn't matter. I think having a charge time on a stun is more beneficial-- because you can prep it and use the charge time to put yourself in the perfect position to land and follow up-- so instant stuns are arguably harder (especially in stun vs stun situations). I find landing charge abilities very easy and insanely good due to GCD, because by the time your ability fires you can use other abilities to combo. And all I have to worry about once I've got the charge going is getting into position to land the hit. It's not like I have to evade anything you do to counter me once I'm in position, because regardless if I'm stunned or you have some kind of defense, my charge is going to drop.
Edit:
To elaborate on my preference of stun vs slows; most slows are either auto-hits or come with a huge AoE. Most stuns are either skill shots, or a small AoE.
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Lemme get this straight.
You'd rather be stunned than slowed.
Instant stuns and charging stuns doesn't matter
...Am I crazy, if I think these are wild ideology?
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Just my two cents in this matter, also prefacing it with the statement that I'm a new player and therefore my insight might not be that great.
In terms to Stun Chains, I do agree that they can become very oppressive, especially when chained into the right combinations that can more or less lead to a person being stunned for half the battle and losing 75% of their health. I think the easiest remedy to this without potentially stymieing the combos that most people have is the addition of a Stun Immunity Window or a period of time where stuns last shorter if chained into one another.
If this happens, though, I'd also suggest that to be applied to certain things such as Slows and self-DR buffs.
The latter often leads to a case where a person can ignore everything you do for a prolonged duration of time, possibly even enough that they can chain all of their skills before they run out of DR buffed period. This makes it so that people who can chain their DR boons can effectively focus on the offensive entirely, reducing their opponent's potential of punishing their mistakes due to their, well, excessive tankiness.
In my own opinion, Basics feel like they shouldn't give an upwards of 50% DR during the period that they're active especially due to their duration.
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For reference material. Crushing Iron (Metal's Stun/Four-way Beam) has a 28 second cooldown. The skill itself lasts two seconds, and the stun is only active while the beam is. This means, it gives a player .5 seconds to react and follow-up with a second skill, if the target was right next to the player when the skill was used.
It's good, because it is a stun, but it's honestly one of the less impressive ones, its biggest saving grace comes from the fact that as a 4-way beam it has a wide enough range to be fairly effective, especially against melee.
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(12-09-2019, 11:17 AM)Rod Wrote: Lemme get this straight.
You'd rather be stunned than slowed.
Instant stuns and charging stuns doesn't matter
...Am I crazy, if I think these are wild ideology?
It sounds crazy, but yes.
Slows are guaranteed. There's very little counterplay to slow other than timing a garuda style or being a water mage to cleanse. Being slow-chained feels insanely bad. When fighting it, someone just stays as far away as possible, and then only engages to slow. Then I'm a snail trying to chase, or trying to run, and they hit me with everything they've got, then do it all over. That's annoying and boring.
When fighting stuns, I know they almost always rely on a skillshot (even the small AoE ones), or at least in gravity's term, a delayed homing, that I can react to with dashes, blocks, or whatever else, then I have the opportunity to fight back.
And yeah, you can combine slows and stuns but the way RPP spending is, people have so far rarely been able to both slow and stun change-- but I'd argue the more oppressive side to that is the slow-chaining.
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12-09-2019, 11:03 PM
(This post was last modified: 12-09-2019, 11:30 PM by BrahmsFrost.)
Bruh all I want is all stuns to have EXACTLY one second AND NEVER stack so if you do two stuns? Still 1 second. No stacking. No increasing. No more stunlocks for days. I prefer my frostbite because slow is kings.
You can fight back against slow chainining. Plenty of people can kick my ass even with frost stacks. Or avoid the incoming attempts to stack it. I disagree on slow being an issue and I don't have Cleanse and have taken my same frost combo, which is the 'most oppressive' branch of slow chaining. People time their dashes and even their following aggressive moves or defensive on it. So I disagree. Stun is far worse.
But yeah stun for days is boring.
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(12-09-2019, 02:00 AM)Dimmie Dunce Wrote: My question is. What are the CD's of these stuns anyway that they're so easy to chain and stun lock?
I'm only running compression myself. So I'll likely be in the vein of 'The person that you see lose all the time'.
Tempted to get Fall though.
Fall roots you though. So the AoE effect is huge, but you can't move to take advantage of their stunnedness.
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