Thanks for the topic ev1. The idea of stagger bar mechanic was (I suppose ?) mine
, and despite the itemization changes, would still like to see some “revolutionary” changes when it comes to “survivability” mechanics in the game (other than RNG) and that’s like one (if not the exact main) reason to suggest it
ALSO - it’s better to have less mobs being more effective… Being swarmed isn’t fun (well, for some classes), as well as being 1-hit by an Ogre producing instant stun isn’t fun either. Stagger brings both of those to a certain “moderate CC” manner and plus does something (IMO more important) and that’s not relying on RNG procs to survive-or-die “mechanic”
IF the stagger mechanic works well as intended, then neither do “swarmlings” need be in too much of high numbers, nor the archers would need to be in packs, nor the “ogres” would need hit as a truck in order for those experiences to “differ” in combat-perception of things
Might be over/imagining things but think it’s for the best of both worlds… Namely:
IF such a mechanic is implemented properly/smartly then mobs get “effectiveness rate” in other ways than in primary stats or numbers (namely HP and damage per hit or per ability)
Again, might be slightly “overinvention” of things but since the mechanic is there for the bosses, don’t see why not try it out on players as well. By doing so (IMO) you’d solve 3 potential problems (in parallel) I think:
- Mob efficiency goes mid-way for all classes (instead of high numbers of swarmlings to seem like they’re “doing” something, nor archers would need be in “greater packs”, nor, again, Elites would need hit like a truck just so they be a challenge)
- Game would (IMO) be more interesting this way cause it’s up to you to “estimate” how many shots you can “tank” before using a certain skill or retreat instead of be RNG-ed (in D2 sometimes one arrow hits you and about 10 more fly-in, ok, not arrows but skeleton mage missiles, but also sometimes 20 arrows “miss” you in a row based on RNGs)
- Chances are your survivability overall becomes interactive experience (on screen movement and reaction) rather than gear-stat based “aftermath” that you end up choosing to ignore mid fights (largely)
ALSO, think that PvP should not rely upon RNG procs either when it comes to applying CC
Overall I think it’s a good mechanic to try out before deciding for the “cc by RNG” already-known route of things… Though I could see how such a mechanic might “trigger” extra-safety by some players (HC or newer/inexperienced players) to basically go AFK/OOC more often in order to “reset stagger” before continuing. THAT is (IMO) something that is kinda fixable by applying a few notches up to Mob AI behavior (or limiting amount of times to how often can a player go to town while in dungeon/s) kind of thing
And yes - pretty sure NEITHER of the “extremes” (CC proc by RNG as in D2 or never get CC-ed by anything that isn’t a telegraphed/affix proc as in D3) was a good option overall, hence why the stagger bar solves both of those problems, as well as offers a much-more intuitive (potentially more dynamic on the long/er run) in-combat experience I think