Dygz wrote: » I don't know why MMORPGs should move on or what we have supposedly learned from other MMORPGs that indicate Stuns should not be included.
Dygz wrote: » As far as I can tell, the anti-Stun camp just finds Stuns to be "boring". To me, that seems to be a personal attention span issue; not a game mechanics issue.
Dygz wrote: » I doubt that will convince the devs to remove Stuns from Ashes.
Dygz wrote: » If you don't like the effects of Disable attacks, build your character to have high Disable Defense.
Dygz wrote: » You probably won't find an MMORPG where PvP is well-developed because it's an RPG. That has nothing to do with genre being stale. RPGs were not designed for PvP combat. PvP will be better suited for other game genres that are not RPGs.
Dygz wrote: » Building your character to have high Disable Defense is a key factor of counter-play in MMORPGs.
Dygz wrote: » I think every one in this thread supports counter-play and out-play.
Dygz wrote: » If "mechanical play" means player twitch skills...it's action combat, so we should expect player twitch skills to be a significant factor. I'm not aware of anyone who opposes that.
Dygz wrote: » I also don't know what you mean by high accessibility.
Dygz wrote: » I don't really know why Stuns should require more "set up". When a boxer rings your clock, that is typically a surprise that does not require a lot of set up. And mostly what resists that stun is going to be how you prepped before the combat - as in how you built your character to be resistant to Stuns. Resisting a Stun isn't really about player twitch skills. Avoiding Stun with player twitch skills is about not getting hit in the first place.
Dygz wrote: » I don't understand how the flip coin example is intended to be relevant to this topic. Is that supposed to be referencing RNG? Because flip coin / who blinks first is not how RNG works. I also don't understand the sentence about cheap shots and ganking.
Dygz wrote: » Passive stat checks means you have control of the outcome before the PvP encounter.
Dygz wrote: » Seems like Stun should be similar to Knockdown, Fear and Blind... Shouldn't require set-up or effort to execute once. They should probably be on fairly long cool-downs. The duration of a Stun should not be so long that a reasonable person has time to be bored. The game should have counters to Stun... everyone supporting the inclusion of Stun agrees with that.
wherediditrun wrote: » One of core pillars of RPG game is that your "build" matters more than the execution of said build.
wherediditrun wrote: » However I have to question how it pans out in PvP settings. Regardless of how you want to treat it in retrospect or theorycrafting. People take PvP as an instance, player vs player showdown. Not the totality of their gameplay leading to predetermined outcomes of previously made decisions. So you can be correct, right, or whatever how you want to frame it, or to be effective. The first demands removal or strict mediation on how PvP is handled though.
wherediditrun wrote: » Yes, if we focus in build over execution. I would argue that we should keep such design out of pvp and just leave it to co-op pve.
wherediditrun wrote: » There are bunch of folk who think wow pvp is ok.
wherediditrun wrote: » Depends on how defense vs offense is balanced. Generally "tank meta" is more about for-sight, planning and execution of set predictions rather than twitch. The time windows increased survivability grants player provides enough room to think. It's funny, because a lot of MMO PvP'ers fail past their opening "rotation" which is tightly related to your mentioned "twitch muscles".
wherediditrun wrote: » (High accessibility means) that it costs offensive side very little effort to enact something which prevents any huge effort on other players side to come to fruition. Which is part of why frustration happens. You have given an advantage by a system to counter great plays with a easy point and click of a button. That's utter bs. And why people feel that the fight was unfair and "gamed" by the system. Or "stat checked" with no obvious reason why game systems favors side A over B.
wherediditrun wrote: » I'm specifically proposing mechanics to avoid any "twitch skills". Point and click stuns are a twitch skill favoring one side for no obvious reason other than specific spec has it in it's inventory. You're and many others are just arguing that that "twitch" thing should be fair to the side of the applier yet not to the one who defends against it. I'm still trying to figure out how this is not obvious.
wherediditrun wrote: » It works as coin flip if one spec has point and click stun as a mechanic. And other spec has point and click mechanic as a defense vs stun. This set up heavily favors the offending side as it's pre-determined decision on the offending side to deploy, yet other guess work, jack pot machine on the defending side (grounding totem in WoW Shaman spec is a good example of such mechanic). Resulting in a coin flip type of thing.
wherediditrun wrote: » It favors ganking, because you can always reliably set stun on someone who is not expecting it. Premediated 'set up' stuns gives enough time / space for assualted player to react to a trap. Making it more about outplay, less about surprise - coin flip / who blinks first.
wherediditrun wrote: » Yes. Sadly they are not perceived or felt that way in PvP instance. You can be correct about this, but it's irrelevant if it's not effective in winning 'emotions' of the players with who you want to keep playing with.
wherediditrun wrote: » It's not about being bored. It's about being able to counter-play the actions of other human player. Like it or not, we do regard ourselves as human beings who are entitled to fair play. No amount of time sinked into the game eradicates it.
Maezriel wrote: » B/c stuns are very boring for those who are stunned. IMO combat shouldn't encourage someone to just twiddle their thumbs and wait
wherediditrun wrote: » Other bs mechanic than stun, just to give an example at what I'm getting at here (not stuns to be specific, although they are expression of same problem) is not mediated / reduced to the mean crits. When one player gets 3 crits in the row out of RNG even though it has 5% chance. Other player failing all of them.
wherediditrun wrote: » At that instance it matters not how much you've built for that chance. The instance will be perceived as unfair. And thus will taint the experience of PvP.
wherediditrun wrote: » For any PvP focused game it's awful.
Dygz wrote: » I have no clue what that is supposed to mean.
Dygz wrote: » I'm also not sure what you're trying to convey here. I especially don't know what you mean by "predetermined outcomes".
Dygz wrote: » Yes, if we focus in build over execution. I would argue that we should keep such design out of pvp and just leave it to co-op pve.
Dygz wrote: » Tank meta is still going to have to react and adjust to opponents using Action Combat. Action Combat tends to be less predictable.
Dygz wrote: » And I doubt an individual Tank is going to be able to predict all the class and gear and non-class augments they might face. Rotation probare about movement and dodge/roll/blink/block and, probably, Weapon combos.
Dygz wrote: » Anbly is not the same thing as twitch since rotation is on cooldown timers.
Dygz wrote: » That's why you build your character(s) to be resistant to Stuns if you don't like being Stunned. People can "feel" all kinds of stuff. Doesn't make it true.
Dygz wrote: » Again...I don't really understand anything you wrote here. I don't agree that Stun is a twitch skill. Stuns are fair to the defender.
Dygz wrote: » No. Because the defender can have gear and Passive Skills and stats that put the RNG in their favor to resist Stuns. Just because the defender is hit with a Stun, does not mean the Stun will be effective. That's not as simple as a coin flip.
Dygz wrote: » You cannot reliably Stun a character that has been built to be highly Stun resistant. That is what the RNG is for.
Dygz wrote: » If you don't want RNG in your PvP, you should probably play some other genre.
Dygz wrote: » You counter-play a Stun by building your character(s) to be resistant to Stuns. And you hope that your allies have skills that can increase your Stun resistance and/or break you out of Stun.
Dygz wrote: » Sometimes shit happens. That's also part of playing an RPG. 3 Crits in a row with a 5% chance is going to be exceedingly rare. That is unfortunate, but not unfair.
Dygz wrote: » Doesn't matter how it's perceived. What matters is what it actually is. People can qq about anything.
Dygz wrote: » Ashes is an RPG that is PvX. And the PvP is focused on 8-person groups. If you want to avoid Stuns, build your character to be highly Stun resistant. And group with others who can buff your Stun resistance.
Dygz wrote: » Ashes is PvX. It's not PvP-centric.
Dygz wrote: » PvP has no sporstmanship whatsover.
Dygz wrote: » When a boxer stuns their opponent, it's not at the expense of something. It's a combination of character prep, twitch skill and luck. As it will be in Ashes.