hey everyone
there are some issues that have to be pointed out
first of all
Faster Hit Recovery from items in % always refers to frames with which the game runs on ( XX Frames out of 25 )
Stun is the animation of the Faster Hit Recovery playing out = unable to move , use Skills for X or XX Frames ( x/x milliseconds )
Stun Requirements : Enemy has a ( Swirly Animation on top of their Character )
due to losing a significant portion of their Life Total or
was subject to a Skill that induces āStun Lengthā ( Stun Length as in Skill ToolTip = Swirly )
& gets hit with a Skill / Attack within the time period of the swirly = Stun
Example :
Barbarian
FHR Frames
0% 9
7% 8
15% 7
27% 6
48% 5
86% 4
Characters & their Skills are interacting with other Characters & their Skills
Example :
Barbarian Faster Hit Recovery- , Increased AttackSpeed- , Faster Cast Rate- , Faster Block Rate- , Barbarian Skills- etc. ( - Breakpoints ) in Frames
[Vs]
Assassin Faster Hit Recovery- , Increased AttackSpeed- , Faster Cast Rate- , Faster Block Rate- , Assassin Skills- etc. ( - Breakpoints ) in Frames
Your Characters Faster Hit Recovery is interacting with another Characters Faster Hit Recovery- , Increased AttackSpeed- , Faster Cast Rate- , Faster Block Rate- etc.
Example :
Barbarian with 0% Faster Hit Recovery ( 9 Frames ) has a Swirly on top of him
is being hit by a Sorceress FireBall Skill with 105% Faster Caster Rate ( 8 Frames )
8 Frames are faster than 9 Frames so the Barbarian will be stunned repeatedly [[Before what is stated below took place ]]
[Diminishing Returns on the Faster Hit Recovery Animation ( Stun ) / ->> Immunity Frames <ā]
By introducing this all of the fundamental game mechanics were thrown out of the window so to speak
since every Attack , Skill , Movement etc. ( Everything ) runs on certain Frames within the Game
Example :
Stun occurs , Immunity Frames play out & Stun occures due to a 10 Frame Skill
you rendered specific Frames from Attacks / Skills useless or disadvantages to even lower Frames from
Attacks / Skills by introducing Immunity Frames. Same applies to the receiving end of the Character
who might be better of using less Faster Hit Recovery or non at all vs specific Attacks / Skills
cause of the intervals in which the Immunity Frames take place.
Immunity Frames based on what Attack , Skill , Movement - Radius , Character , Frames etc. or Time only ?
Clarification & or adjustments needed & very much appreciated
[KnockBack]
doesnt work properly in Player Vs Player ( its subject to new introduced Immunity Frames )
KnockBack can not ever be mitigated by anything ā i really have to stress this
please fix & or adress all of the issues stated above
I wrote it all as simple as possible
If you have any suggestions regarding the many issues
feel free to add & or correct on what is written
to get back into the exciting , competitive & high skill ceiling Game full of joy
that we all used to love
have a good week everyone