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Thread: Stun Lock change

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  1. #1

    Default Re: Stun Lock change

    My question is about this change is why? I am having trouble grasping the reason behind this change as a whole, only 3 adventure schools and 1 spell type + tech even has a chance to stun, as far as i know all epic type bosses are immune to any type of stun to begin with, solo storm disciple and ranger have some skills to fall back on but a elar only has the 1 ability. I would like a answer to this to better understand the devs reasoning behind such a change

  2. #2

    Default Re: Stun Lock change

    Quote Originally Posted by starlight View Post
    as far as i know all epic type bosses are immune to any type of stun to begin with
    This is not true, some can be Immune, some are Immune. They are trying to prevent total stun lock of the mob not just epics.
    You stun with lighting arrows for example and before it lets free, you stun again repeat... This gives unfair advantage to the player with the ability rendering it overpowered. I can see the point.

    Note: I can also say that I think I have seen on a few different instances where people seem to be using character bots and have 10 rangers killing mobs so this may not fix that. Merely speculation here but it sure looks like it.
    -Kor

  3. #3

    Default Re: Stun Lock change

    Maybe , it would be unfair in a pvp match though some cases stun locking a single target of a more social mob is not that great, I guess I just fail at understanding some points of targeting mainly 3 specific classs, least one of them is meant for one on one and keeping their target stunned due to low to mid damage per hit

  4. #4

    Default Re: Stun Lock change

    Stun lock is universally bad whether it is you doing it or having it done to you. And there are mobs in the game that can do that, such as the Carrion Crawler and Blighted Hounds. Removing it allows even Epics to be stunned now and makes the game better.
    "Alea iacta est" -- Julius Caesar

    Toot shouted, voice shrill, "In the name of the Pizza Lord! Charge!" (Jim Butcher's Dresden Files)

    "Everybody is a genius. But if you judge a fish by its ability to climb a tree, it will spends it whole life believing that it is stupid." -- Albert Einstein

  5. #5

    Default Re: Stun Lock change

    I think most people can accept perma stun lock is bad... but when the mob has a one-hit-kill-everything-in-sight ability, we don't have much of a choice sometimes... *cough* Valkor's Multi-cast Vampiric Bats, Shaloth's Volcano, Fafnir's Scorch *cough*... just to list a few. (I may have read something about a change to Fafnir's Scorch sometime ago, so perhaps not such an issue) Remove Valkor's Multi-Cast wouldn't go astray (though I think most of us have worked out the trick to this little problem... one person take the hit when out of range of the group... still, I think the point stands).
    --- iuvenilis --- [Officer of The Alliance]
    Demonslaying since July 2004

  6. #6
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    Default Re: Stun Lock change

    I haven't played with Ranger, ELAR, or Storm Disciple past just joining the classes, so I'm probably not the best person to ask how it affects their combat. However, I can say that if one school relies entirely or overwhelmingly on one ability, that makes the school much less fun and much less playable (Reason why the GR change was a good thing IMO).

    The way I see it, the stun change is a good thing all around:
    • Players no longer get perma-stunned and unable to fight something they could otherwise overpower.
    • Classes that rely on stun locking get an opportunity to branch out, spreading damage over more attacks and perhaps even get new abilities to compensate.
    • One character can't take out a stunnable epic by just staying out of its aggro range, which nobody should be able to do anyway.

    Istara's Chosen Guildmaster
    Experienced Hunter, Healer, and Grand Master Crafter

  7. #7

    Default Re: Stun Lock change

    To clarify a little about storm disciples they are the weakest dmg per hit but fastest. Lightning claws only adds a stun chance it does not convert damage like lightning arrows they still deal crush damage without the aid of a crystal or mage class. They have access to nature based spells. They do not get anything like CoT as ranger does

  8. #8

    Default Re: Stun Lock change

    Okay now this post contains a lot of bias because i DESPISE rangers a lot :P
    At first my only issue with stun chnages were on elar. Because, while ranger doesn't even need stun lock (with all the heals and roots it has and stuns anyway from druid...) it's pretty detrimental to elars because they don't have a whole lot beyond stuns. As much as i love the idea of rangers not being as OP as they are, i don't like the idea of elar's becoming even harder to play. HOWEVER:

    Issues relating to stun locks can be sorted out with changes to elar and such in the school itself. By making OTHER things better.

    NOBODY should be able to STUN LOCK anything in my opinion and this is why i like the change.

    Stun locking isn't combat, imo, it's...just waiting for a thing to die. Aside form turning on a couple abilties, it takes no skill at all for rangers and elars to stun lock anything. And, when you're opponent can't move for 95% of the fight, wheres the risk anyway?
    I wanna see rangers complain (haha) when this ACTUALLY ruins their combat. elars however would need a bit more skill as they don't have much aside form stuns to help them. I don't know enough about the storm disciple school to know how it affects them, but what i do know for certain is that stun locking shouldn't happen.

    Important note: Stun Lock =/= Stuns.
    Stuns are good...stun LOCKING isn't.

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