RocketFarmer wrote: » So far I am not persuaded that stuns should not be in the game other than someone doesn’t like stuns. Not sure why I or anyone else would need to supply any counter argument to subjective opinion.
CROW3 wrote: » Agreed. I think that would be an intriguing thread.
Vhaeyne wrote: » I think there is plenty of room for debate on what CC systems from other games were fun and what CC systems could be used in Ashes to make it a better game.
Vhaeyne wrote: » @Noaani I consider most of the things you listed to be the more standard MMORPG forms of CC I have seen before. I like that you included CC immunity and some form of balance in all of your examples. Many of yous CCs fall under the category of CC where you are temporarily taken out of the game. Which is not something I am crazy about. There are ways to do CC without taking people out of the game. Mesmerize, could be done in a much cooler way, for example. Instead of you losing control of your character and watching it attack an ally. The caster of mesmerize could target an enemy and temporarily swap their name and player model with that target for a short duration. The target would also appear to be an enemy, and you would appear to be an ally on the players hud. Something like this may or may not be hard to do, but it would create natural confusion that does not take a player out of the game. I could see people falling for this sort of thing in the heat of battle all the time. Especially when people are zerging and don't have their eyes on every character on the screen. What do you think of the CC philosophy where instead of pausing the character mid-combat, something about the players perception or capabilities are altered?
Littlekenny21 wrote: » My favourite solution to this was the old stability in GW2. With the buff active you are immune to effects that take away all player agency, you could still be hit by immobilise. With a normal party setup it was impossible to have permeant uptime but a good enough group could alway have it when they needed it. This meant that if you lost control of your character, it was because somebody in your party made a mistake.
Vhaeyne wrote: » Noaani I will always prefer reactive gameplay over just pure stat systems. Ideally, both play a role.If we are not going to have the reactive CC systems I advocate for. Then having CC reduction items and talents is my second choice. It at least allows for more interesting build choices and trade-offs between raw DPS builds and PvP builds. I think it is entirely possible for a great game to have both.
veyrah wrote: » I remember this game Luna Online. One of the classes had a skill with a 80% chance for a 5 second stun. The skill cooldown was lower than 5. I would often get 3 stuns off, 15 seconds, before they were able to react. This is obviously a bad example of stun implementation. If the duration is kept reasonable, as well as the cooldown, stuns are far from the evil the OP portrays it.
Azherae wrote: » veyrah wrote: » I remember this game Luna Online. One of the classes had a skill with a 80% chance for a 5 second stun. The skill cooldown was lower than 5. I would often get 3 stuns off, 15 seconds, before they were able to react. This is obviously a bad example of stun implementation. If the duration is kept reasonable, as well as the cooldown, stuns are far from the evil the OP portrays it. Consider what situation you'd be in if things were reversed, as with the DPS meters for example. If Steven had said 'no, no Stuns, we'll make do with other things', would you have an argument capable of shifting this? The argument here is that there is no cost to removing Stun. It is not necessary for any game function. So why risk poor balance, add a mechanic that is unfun for many or can be rapidly pushed toward that, forces builds to lose variety, etc? If the Word of Steven was 'Stuns don't add anything to Ashes, so Ashes isn't adding Stuns', what argument can you make that they need to be added? If your answer to this is 'well that's not the situation, so we don't have to have an argument', then that's why we're arguing with you still. Or in my case, would be, if this sort of interaction fit the definition of 'argument'.
veyrah wrote: » Azherae wrote: » veyrah wrote: » I remember this game Luna Online. One of the classes had a skill with a 80% chance for a 5 second stun. The skill cooldown was lower than 5. I would often get 3 stuns off, 15 seconds, before they were able to react. This is obviously a bad example of stun implementation. If the duration is kept reasonable, as well as the cooldown, stuns are far from the evil the OP portrays it. Consider what situation you'd be in if things were reversed, as with the DPS meters for example. If Steven had said 'no, no Stuns, we'll make do with other things', would you have an argument capable of shifting this? The argument here is that there is no cost to removing Stun. It is not necessary for any game function. So why risk poor balance, add a mechanic that is unfun for many or can be rapidly pushed toward that, forces builds to lose variety, etc? If the Word of Steven was 'Stuns don't add anything to Ashes, so Ashes isn't adding Stuns', what argument can you make that they need to be added? If your answer to this is 'well that's not the situation, so we don't have to have an argument', then that's why we're arguing with you still. Or in my case, would be, if this sort of interaction fit the definition of 'argument'. A game needs hard (cc). Many people like stuns. It is like saying let's not make a fireball skill, we can have a different damage spell. Many people would be bummed that the classical skill isn't there. I wonder what kind of people's fun depends so much on the presence of stuns in the game. I usually don't even play classes that cc a lot, opting for damage wherever I can. When I am stuck in stun for a second, never have I thought to myself THIS IS BORING HOW LONG DOES THIS TAKE IT IS UNFUN.
Azherae wrote: » veyrah wrote: » Azherae wrote: » veyrah wrote: » I remember this game Luna Online. One of the classes had a skill with a 80% chance for a 5 second stun. The skill cooldown was lower than 5. I would often get 3 stuns off, 15 seconds, before they were able to react. This is obviously a bad example of stun implementation. If the duration is kept reasonable, as well as the cooldown, stuns are far from the evil the OP portrays it. Consider what situation you'd be in if things were reversed, as with the DPS meters for example. If Steven had said 'no, no Stuns, we'll make do with other things', would you have an argument capable of shifting this? The argument here is that there is no cost to removing Stun. It is not necessary for any game function. So why risk poor balance, add a mechanic that is unfun for many or can be rapidly pushed toward that, forces builds to lose variety, etc? If the Word of Steven was 'Stuns don't add anything to Ashes, so Ashes isn't adding Stuns', what argument can you make that they need to be added? If your answer to this is 'well that's not the situation, so we don't have to have an argument', then that's why we're arguing with you still. Or in my case, would be, if this sort of interaction fit the definition of 'argument'. A game needs hard (cc). Many people like stuns. It is like saying let's not make a fireball skill, we can have a different damage spell. Many people would be bummed that the classical skill isn't there. I wonder what kind of people's fun depends so much on the presence of stuns in the game. I usually don't even play classes that cc a lot, opting for damage wherever I can. When I am stuck in stun for a second, never have I thought to myself THIS IS BORING HOW LONG DOES THIS TAKE IT IS UNFUN. So your argument is 'I believe games need this', 'lots of people like them', 'people would be bummed out'? The DPS Meter arguments are stronger.
Tragnar wrote: » It is a matter of degree - when you look at some cc chains in some games then you have to understand the frustration from it. I am definitely pro-stun, but I definitely want a counterplay to that - like that movement abilities can have "cleansing" upgrade to them that removes cc or a straight up cc reduction stat on gear - or even a special effect on extremely powerful gear - like in a rocky node you can get mats and a pattern that makes some kind of epic chest that reduces all cc by x%
Azherae wrote: » People don't 'stop trying their CC because their opponent might have a percentage CC resistance'. They do it anyway, and then the person with the 40% resistance chest piece gets a string of rolls like 87, 64, 44, 54, 48 and gets stunned 5 times, every attempted Stun succeeds (not talking about back to back stuns even)
Movement abilities clearing Root/Bind is a given if we're arguing that Stuns are bad. But 'wearing a 50-50 negate or reduction' and calling it 'counterplay' is submitting yourself to RNG and setting up a balance situation where anyone who doesn't have that gear is seriously hurting (or the gear wasn't worth it).