stun stun stun stun

Every damn touch from a mob triggers a micro-stun.
We're talking hundreds of thousands of micro-stuns in every encounter.
You can't attack, can't run, can't even roll out.
GGG, are you seriously that dumb? Or do you actually think it's fun to get your ass handed to you by two random mobs?
What the hell were you thinking?
Last bumped18 апр. 2025 г., 21:55:01
GGG are in a tough spot, this is an item based game, they need mods on items that are important and raise player power, but if they only make it raw survivability and DPS then these can easily snowball and get out of control, if each item enhances your damage by just 10% more than someone elses, these stack on each other and suddenly you're doing many times more damage than other players.

Same with defense. And if you're able to heal and regen and deal a factor of damage above other players, it makes delivering meaningful combat difficult.

I agree with you, I'm just raising the issues as they exist for designers who are trying to make this game both fun AND challegning.

I'm ok with this game taking some stumbles so long as in the long run its better for everyone.

I wish they would try new stuff that's really fun, but not so overarching in how it affects DPS or survivability. Items that enhance specific skills that have long cooldowns, or provide some niche bonus that's nice but won't instantly make the game better.

How about a unique item that gains a charge of identify every 20 kills? How about boots that enhance run speed in specific acts by 50% but are bound to your account once equipped and do not enhance the late game?

Instead we get this endless slew of new mechanics that make the game less fun in an attempt to add more variety to build options.

It's a flawed strategy from the start. If GGG want a greater amount of challenge and build diversity, they need to come up with compelling systems that allow for bits of damage and survivability that do not interfere with the overarching enjoyment and pacing of the game. They seems stuck in old systems that have been around for decades like stuns and raw resists and mitigations.
Get stun resistance, problem solved. Oh and dodge!
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willbeplayin#1634 написал:
Get stun resistance, problem solved. Oh and dodge!

I mean, rather than a restaurant putting a used sock in eveyrone's soup they have to eat around, is it too much for the customers to ask to not have a used sock in their soup?

"NO! The used sock makes the good parts of the food more enjoyable in comparison and provides a sense of accomplishment for avoiding the used sock!"

And to expand on this, let's deep dive WHY the stun mechanics are so unfun.

There is no communication about what is going on. What % chance do enemies have to stun? Doe it fall off over time? If you have stun resist is there still a small % chance you're going to get stun locked?

The mechanic are all burried under a muddy UI that doesn't exist to explain how the mechanics even work. It's so convoluted that people just throw points into resists hoping their enough.

It's not enjoyable in the slightest, no one feels empowered being immune to stuns, they just feel as though they lost a chunk of fun they could have allocated elsewhere.

There is no prominent stunbar resist UI element the player can look at and be satisfied there's a large # there. THere are no great offensive abilities that grow in powre as you resist more stuns that you can eventually unleash to do massive damage. And there never will be because that would be too much fun!
Последняя редакция: crazyfingers619#3901. Время: 11 апр. 2025 г., 10:02:19
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crazyfingers619#3901 написал:
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willbeplayin#1634 написал:
Get stun resistance, problem solved. Oh and dodge!

I mean, rather than a restaurant putting a used sock in eveyrone's soup they have to eat around, is it too much for the customers to ask to not have a used sock in their soup?

"NO! The used sock makes the good parts of the food more enjoyable in comparison and provides a sense of accomplishment for avoiding the used sock!"


Bad metaphor, truly. I mean, there has to be danger in the game. The player shouldn't be invincible. You have to pay for bad decisions while in combat. It wouldn't be fun if it's too easy.
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willbeplayin#1634 написал:
Get stun resistance, problem solved. Oh and dodge!

Point to the part of my post where I stated there should be zero danger in the game.

This is not a new discussion, dev teams have for decades explained why they do not stun the player, it's a necessary evil in PvP based RPG games, but in solo ARPG's it's madness.

If certain large enemies and bosses had potent stuns it would be one thing, but every engagement serving as a gear check for mundane stun resist is just so painfully unfun it hurts.

This is not a new issue, we used to call the enemies in diablo 1 that could do this "puke dogs". It's as unfun and broken now as it was then. Having a build option that can minimize it just makes it even worse, it says "this is intended, this arbitrary gear check is here to stay."

Designers jobs are to create COMPELLING challenges that rise and fall and peak in a variety of ways and service teaching players over time. We've gotten so in the weeds that no one can see the forest for the trees any more.

Just having a ubiquitous stun check on top of all the other resists is just so tired at this point.

We're decades past diablo 2 and there aren't any new mechanics added to the equation that elevate the core play in distilled and compelling ways.
Последняя редакция: crazyfingers619#3901. Время: 11 апр. 2025 г., 10:10:08
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willbeplayin#1634 написал:
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crazyfingers619#3901 написал:
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willbeplayin#1634 написал:
Get stun resistance, problem solved. Oh and dodge!

I mean, rather than a restaurant putting a used sock in eveyrone's soup they have to eat around, is it too much for the customers to ask to not have a used sock in their soup?

"NO! The used sock makes the good parts of the food more enjoyable in comparison and provides a sense of accomplishment for avoiding the used sock!"


Bad metaphor, truly. I mean, there has to be danger in the game. The player shouldn't be invincible. You have to pay for bad decisions while in combat. It wouldn't be fun if it's too easy.


Mark said it himself - Stun charms don't even prevent the initial stun! They are shit!

They dont work. As they are now they should be called - "Maybe recovery charms"
Последняя редакция: Kodavor#1200. Время: 12 апр. 2025 г., 21:22:06
Anyone ever play MTG? You lose a bunch but still have fun. Except when you play against a deck that denies you the ability to play. Land destruction or maybe pure counter.

So in an ARPG if you get micro-stunned all the time it is a similar experience. You are being denied the ability to play the game. Now there are other ways the game can punish you and it doesn't feel like this. Damage through 5 elements, ignites, shocks, whatever. Even disarm is ok because maybe you can't attack but you can still do movements.
Hotfix in Light stun immunity for all until you fix the charms.
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willbeplayin#1634 написал:
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crazyfingers619#3901 написал:
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willbeplayin#1634 написал:
Get stun resistance, problem solved. Oh and dodge!

I mean, rather than a restaurant putting a used sock in eveyrone's soup they have to eat around, is it too much for the customers to ask to not have a used sock in their soup?

"NO! The used sock makes the good parts of the food more enjoyable in comparison and provides a sense of accomplishment for avoiding the used sock!"


Bad metaphor, truly. I mean, there has to be danger in the game. The player shouldn't be invincible. You have to pay for bad decisions while in combat. It wouldn't be fun if it's too easy.


I agree there should be danger in the game, But it has to be a balance. The current state of stun is very out of tune. In my opinion I don't think that light monsters should be able to stun you with every single hit that they do. Rather it should be every other hit from a light mob that can stun you. Think about it, does it really seem fair that A light mob shooting an arrow or quickly swiping should stun you and set you up for massive damage from bigger mobs that are around them? It just feels terrible to be stunned by a tiny mob which causes A massive combo of damage that you are unable to roll out of and likely causing your death.

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