Dreoh wrote: » What? I wasn't talking about your comment at all, what are you going on about lol?
Vhaeyne wrote: » @Dreoh You may or may not like what Wildstar did with stuns, but I always liked Wildstar's PvP stun mechanic because of your chief complaint. You can't play the game when you are stunned. This short video from the Wildstar devs shows things better than I could describe them.https://www.youtube.com/watch?v=w2G_8c-u2qc What is important is that CC was just temporally changed your gameplay objectives instead of outright removing you from the game. Being able to react well to CC was just another player skill that was rewarded with shorter CC durations. What do you think of this?
SirChancelot11 wrote: » if you got hit with a disorient, it randomly remapped your WASD keys for a bit...
JamesSunderland wrote: » No stuns or CCs at all just seems like a unreasonable removal of a important mechanic/strategic part of the game. There are plenty of ways to properly balance CC skills, you can even follow the same pattern of balancing the damage of a skill based on Range, Size of AoE(if AoE), Cooldown and Cast time. Then just add the variant CC and Duration(from 1 to 4 sec) to it. For example:Example 1 (Shield Bash): Short range, TT No AoE, Medium Cooldown, Fast Cast, Stun, 3 sec duration and low damageExample 2 (Ground Slam): Short range, Medium AoE, Medium Cooldown, Fast Cast, Knockdown, 2 sec duration and medium damage.Example 3 (Lightning Bolt): Medium range, Skill Shot, Medium Cooldown, Fast Cast, Paralyse, 1 sec duration and medium damage. Methods to directly deal with CCs are very good such as i-frames roll/block/counter, CC immunity buffs of some types, Instant CC removal skills. There is also the possibility of passive mechanics to deal with CC lock such as gaining immunity to a type of CC after taking the same type of cc 3 times in a short period of time for some seconds, aswell as things like gear, buffs or stats that provide Less CC duration or %chance to evade the CC altogether.
Dolyem wrote: » Crowd control is crowd control... and seeing that the game is focused around group play, anyone who has played competitive group pvp in MMOs knows that stuns are great, and getting stunned just requires your team to make sure you dont die while stunned. Arguing against this one specific crowd control is hypocritcal when a root is basically a stun to any melee character with nobody near them, or a silence to any caster. Crowd control is meant to control the opponents ability and movement. So stop trying to single out stuns as lazy writing or whatever, if you really are that concerned just call it knocking someone prone and they have to get back up to attack or move.
Dreoh wrote: » JamesSunderland wrote: » No stuns or CCs at all just seems like a unreasonable removal of a important mechanic/strategic part of the game. There are plenty of ways to properly balance CC skills, you can even follow the same pattern of balancing the damage of a skill based on Range, Size of AoE(if AoE), Cooldown and Cast time. Then just add the variant CC and Duration(from 1 to 4 sec) to it. For example:Example 1 (Shield Bash): Short range, TT No AoE, Medium Cooldown, Fast Cast, Stun, 3 sec duration and low damageExample 2 (Ground Slam): Short range, Medium AoE, Medium Cooldown, Fast Cast, Knockdown, 2 sec duration and medium damage.Example 3 (Lightning Bolt): Medium range, Skill Shot, Medium Cooldown, Fast Cast, Paralyse, 1 sec duration and medium damage. Methods to directly deal with CCs are very good such as i-frames roll/block/counter, CC immunity buffs of some types, Instant CC removal skills. There is also the possibility of passive mechanics to deal with CC lock such as gaining immunity to a type of CC after taking the same type of cc 3 times in a short period of time for some seconds, aswell as things like gear, buffs or stats that provide Less CC duration or %chance to evade the CC altogether. Another person who failed to read the original post and thinks this is an anti-CC thread lmao It's an anti-stun thread, not an anti-CC thread. And I was very thorough in the OP and follow-up comments about why easy stuns is completely unnecessary and just lazy design.
Dreoh wrote: » @George Black I do actually agree with that. Knockdowns and knockbacks and such are much more acceptable than stuns. This might sound hypocritical at first (and I've been careful about talking about this particular part of the topic because I know plenty of people would use it as a "gotcha" argument without thinking it through) but from the start my entire argument is that players losing all agency is the issue with stuns. Knockdowns, knockbacks and anything that the player easily rationalizes as "oh, it makes sense that I can't act right now" are far more acceptable. Now obviously that's not a blanket statement, because too much knockdown or other similar effect becomes essentially just a stun or an equivalent agency-denying mechanic. Just like how I argued sleep is slightly more acceptable than stun, for some of the same reasons knockdowns and the like are better than stuns. Some people would counter this (and have already in this thread) with "well you can get stunned in real life so why isn't a stun an acceptable rationalization of losing agency?" The answer is that if you get stunned in real life, you've lost the fight. The fight is over. You get punched in the face and "stunned" and then you just get pummeled while you struggle to recollect yourself. That's not fun in real life either. It's not fun for anyone watching who wanted a decent back and forth fight. It's only satisfying to the guy who punched you, and that was my argument from comment #1. Imagine watching UFC and you're expecting some big satisfying fight, but one of them lands a good punch early on that leaves the opponent "stunned" and just lays into him. That's hardly as satisfying as a good back and forth. Edit: @JamesSunderland seems I answered your comment in this reply to George Black as we posted at the same time lol And about the spearfishing and other game mechanic requests, those will never end. There is no "best time" to implement change in that scenario. Players will forever request endless extra mechanics to a game, doesn't mean you can't make the mechanics you do have as good as possible
Dolyem wrote: » Dreoh wrote: » @George Black I do actually agree with that. Knockdowns and knockbacks and such are much more acceptable than stuns. This might sound hypocritical at first (and I've been careful about talking about this particular part of the topic because I know plenty of people would use it as a "gotcha" argument without thinking it through) but from the start my entire argument is that players losing all agency is the issue with stuns. Knockdowns, knockbacks and anything that the player easily rationalizes as "oh, it makes sense that I can't act right now" are far more acceptable. Now obviously that's not a blanket statement, because too much knockdown or other similar effect becomes essentially just a stun or an equivalent agency-denying mechanic. Just like how I argued sleep is slightly more acceptable than stun, for some of the same reasons knockdowns and the like are better than stuns. Some people would counter this (and have already in this thread) with "well you can get stunned in real life so why isn't a stun an acceptable rationalization of losing agency?" The answer is that if you get stunned in real life, you've lost the fight. The fight is over. You get punched in the face and "stunned" and then you just get pummeled while you struggle to recollect yourself. That's not fun in real life either. It's not fun for anyone watching who wanted a decent back and forth fight. It's only satisfying to the guy who punched you, and that was my argument from comment #1. Imagine watching UFC and you're expecting some big satisfying fight, but one of them lands a good punch early on that leaves the opponent "stunned" and just lays into him. That's hardly as satisfying as a good back and forth. Edit: @JamesSunderland seems I answered your comment in this reply to George Black as we posted at the same time lol And about the spearfishing and other game mechanic requests, those will never end. There is no "best time" to implement change in that scenario. Players will forever request endless extra mechanics to a game, doesn't mean you can't make the mechanics you do have as good as possible So from my understanding, you're not against stun. You are simply against "stuns" that arent portrayed in a visually pleasing way? I mean I can get behind that. A stun as a "knocked-down" effect is the same mechanic, just with more visuals than an effect above the head. And for the record, once you start going for too-realistic combat, the game starts to lose fluidity and for the most part becomes less of a game and more of a chore just to make an attack, which leaves gameplay feeling sluggish and bland instead of fast and flashy. And to argue more realistic effects and reactions in a game, a fantasy game with magic and whatnot, isn't focused on how fun the game can be, just how "real" it can be. Need to find a balance where it looks good enough but the mechanics arent too constrictive to cost good gameplay. The drift forward with attacks is a perfect example of, sure its more realistic but the gameplay sucks.
Dreoh wrote: » Edit: @JamesSunderland seems I answered your comment in this reply to George Black as we posted at the same time lol
JamesSunderland wrote: » Why necessarily or specificaly "anti-stun", why not knockdowns, Knockbacks, paralyzes or Stagger? I think you mean anti-hard CC.
Dygz wrote: » What's the difference between paralyze and stun?
Dygz wrote: » JamesSunderland wrote: » Why necessarily or specificaly "anti-stun", why not knockdowns, Knockbacks, paralyzes or Stagger? I think you mean anti-hard CC. What's the difference between paralyze and stun?