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The State Of Stun


MatyrGustav.6210

Poll: What Are Your Thoughts on Stun Effects in PVP?  

49 members have voted

  1. 1. What Are Your Thoughts on Stun Effects in PVP?

    • Its Perfect
      26
    • Its broken / Needs to be Nerfed
      24


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The only thing I think might be wrong with CC currently is duration. I don't mind 1sec+ durations on other CC types such as daze or immobs, but on stun (and things that are effectively stuns, such as knockdowns, floats, etc) I think anything more than 1 sec, maaaybe 1.5 or 2 sec, is excessive. There are still 3 second hard CCs floating around out there. I much prefer when stuns give the enemy a chance to land 1-2 skills, but 3 seconds is well into the range of easily being a death sentence even close to full health. I don't find that particularly enjoyable to play against or even use. CC chains feel like they're in a decent spot - idk I'm usually dead inside one stun if I get hit with one, but stuff like immob -> stun, or immob/daze at the same time is okay. Some sort of DR would be interesting to test just to trim the fat a bit, but eh.

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I love getting hate mail after a ranger presses GS block, lightning reflexes, strength of the pack and signet of stone, then gets hit by headbutt while all of those are all cooldown. bonus points if their smokescale gets evaded, killed, or is also on cd. 

You've never experienced true dopamine until you bonk someone for running out of escapes and they get upset about it, like they deserved to press all their buttons, not respond to yours, and still somehow live.

It is expertly crafted. an instant classic. I hope it never changes. ❤️ 

Edited by Azure The Heartless.3261
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9 minutes ago, coro.3176 said:

Unpopular opinion: Stun breaks should not exist.

All hard CC should be telegraphed with a visible animations, should be blockable, dodgeable, and interruptible. If you get hit after all that, well, you get CCed and you have to wait it out, and maybe die.

I can't handle the amount of whine that would arise from people not having panic buttons. I am a big fan of blockable/ dodgeable/ interruptible either way. 

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In general, don't like how hard CC have been implemented in GW2 and, in my opinion they've made nothing over the years to improve this point. For me Hard CC (fear and taunt included) are meant to interupt not to lock down someone for extended period of time. Immobilize is already more than enough to prevent someone from moving around.

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On 9/6/2023 at 7:54 PM, coro.3176 said:

Unpopular opinion: Stun breaks should not exist.

All hard CC should be telegraphed with a visible animations, should be blockable, dodgeable, and interruptible. If you get hit after all that, well, you get CCed and you have to wait it out, and maybe die.

i would actually not mind that.

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16 hours ago, Dadnir.5038 said:

In general, don't like how hard CC have been implemented in GW2 and, in my opinion they've made nothing over the years to improve this point. For me Hard CC (fear and taunt included) are meant to interupt not to lock down someone for extended period of time. Immobilize is already more than enough to prevent someone from moving around.

You're exactly correct 

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I wish it didn't exist lol, or severely shortened for PVP

Its a hard pill to swallow when you're stunned helpless, and watching your health reduce to zero. There aren't enough stun break options and stability's duration is too short. If you're lucky enough to survive, you're now scrambling to heal while your opponent is still attacking. Stun feels like its trying to make a real time game turn based.

I wish we can just fight and have full control of our characters at all times.

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I blame the wild disparity of stability access.

War, Guard, and Ele absolutely puke it out

Rev and mes sorta have access to it

Ranger and necro is super situational when you can get it

Engineer and thief..uh..might as well not have it they have so little access

This matters because the classes that have a lot of stab access can usually cc the hell out of you (ele and war specifically, guard if you happen to wander into dragons maw, etc.)

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Yeah, I agree. 

It feels like when your controller disconnects while playing a fighting  game, but your friend doesn't push pause and beats on you.

I've played all day and 95% of my deaths happened while I couldn't even control my character.

Just being killed while you cant even control your character is wild to me. What's even more wild is that Anet nerfed the hell out of builds that could survive this, like bunker and Healer builds. Due to the nerfs on survivability, it made stun builds super META. 

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14 hours ago, Gotejjeken.1267 said:

I blame the wild disparity of stability access.

War, Guard, and Ele absolutely puke it out

Rev and mes sorta have access to it

Ranger and necro is super situational when you can get it

Engineer and thief..uh..might as well not have it they have so little access

This matters because the classes that have a lot of stab access can usually cc the hell out of you (ele and war specifically, guard if you happen to wander into dragons maw, etc.)

 

Tbf ele stability is not as great as people think. Its mostly only 1 stack procs across cata and tempest, going anywhere near group fights -600units still results in getting stunned, often, due to the mass amount of stun spam, SB also just added to that, with multiple CC spam. I often have to cover tempest water overload with armor of earth stability stacks,  Necro+x on point = no other choice. Id rather have higher natural toughness than having to rely on 1 stack stability, any time.

 

Say what you will, but I prefere a meta where stability is keeping stuns in check. Right now that battle is all but lost unless you pop a special with 3+ stacks. I currently use sphere specialist on hammer cata now, since protection duration is more beneficial than a 1 stack stability, multiple specs are putting out 3+ stuns, x4 in a group fight. Half the time I get stuned just trying to combo to keep stability up, the hammer 5s/jade recharges are simply too slow to keep up with the amount of stuns available now. 1v1 is obviosuly another thing, but its not all 1v1.

 

Edited by Flowki.7194
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13 hours ago, MatyrGustav.6210 said:

Yeah, I agree. 

It feels like when your controller disconnects while playing a fighting  game, but your friend doesn't push pause and beats on you.

This is an interesting take.  I've always seen it as getting put into a combo string because you didn't block the attack that let that combo start.

Question for you. How controllable/avoidable are the skills that take away control of your character? Does it feel like a random event has caused you to be unable to move in pvp?

 

 

Edited by Azure The Heartless.3261
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6 hours ago, Azure The Heartless.3261 said:

This is an interesting take.  I've always seen it as getting put into a combo string because you didn't block the attack that let that combo start.

Question for you. How controllable/avoidable are the skills that take away control of your character? Does it feel like a random event has caused you to be unable to move in pvp?

 

 

For me to consider it a combo string, all attacks would need to stun similar to fighting games. Every attack would stun for different durations based on impact. 

In GW2 stun is a seperate mechanic that allows you to have free hits for a duration. Most stuns in GW2 are auto target with no telegraphed animation. You can't just move out of the way, and you can't just block because the mechanics to do so are so limited. Even if you have successfully blocked and dodged, being stunned eventually is just a death sentence. 

It does feel like a random event since the game has auto Target and zero telegraphed animations. Also classes like Mesmer and Thief need less than a second to burst you to zero. 

Edited by MatyrGustav.6210
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30 minutes ago, MatyrGustav.6210 said:

 Also classes like Mesmer and Thief need less than a second to burst you to zero. 

Chrono already had a long enough burst cycle with contin split to completely exhaust a players dodges and immune/block and rip all their boons, with 2x waves if you want to get close, youd think sword would be reflectable with the kind of split dmg from 1200.. but nope.  And now you can smack them with a 1200 unit stun+duelist ''if'' they survived the split burst.

 

If they survive that, or at any point during, try to counter pressure you, blink behind your team + mirror image/distortion if they chase hard > stealth and then rejump with sword or pistol, since both have CC and good dmg... Somehow this is suppose to be squishy. 

Edited by Flowki.7194
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