The only person on this thread who has an actual take. (I just saw Demoniclily’s post, her’s is a good take too because it involves the topic of the thread.)
While I do agree, new players can be frustrated with the game. I agree that CC is healthy for the game and should be there. In many other MMO’s a stun does break upon damage or has a percentage value to break upon damage, even in PVE.
I wanted to talk about how a pvp match can be in a stalemate, that can even be there with diminishing returns. There are many issues to help mitigate a stalemate, but I believe they start in a more philosophical nature in Blizzards approach to PVP as a whole.
While I do think stuns don’t have to break upon damage, the damage to health ratios has to be higher to account for that balance. Right now that ratio is imbalanced.
I appreciate the idea you threw out, but don’t you see how this would fundamentally skew and alter the value of applying a stun on a target? What’s the point of using a stun (if you’re not a rogue or feral) which most likely has a 30sec+ cd just to have it break to direct cc. Not only would this defeat the purpose of making targeted swaps using setup execution, but it just makes the game drastically worse because most players have been comfortable with the concept of utilizing a stun-based effect for confined purposes.
This would not only change the definition of a stun, but would render it’s usefulness to a lesser degree.
Yes, but roots are something which are a LOT more prevalent in most classes and far more accessible. Comparing roots to stuns is not applicable in this area of argument because both have entirely different functions which make them usable for different circumstances.
I sort of agree with this, but starting your argument with this rather than with the idea of stuns being nullified would have received less argumentative responses.
Are you saying that they’ve never thought this through for ~ 17 years? Every class was structured differently with a unique arsenal (utility kit). Utilizing utility has always been the major determining factor in PvP & arena gameplay. Stuns, reflects, roots, slows, fears, sheeps, disorients, area pull backs, knockbacks, etc… Abilities that you normally wouldn’t use OUTSIDE of your damaging abilities had a strong representation of your skill profile and has been kept that way for a reason tbh.
My progression in the game has literally zero reflection of my comprehension of game design, class design, class balance. This is why I can’t take you serious other than a basement dwelling troll. All you know how to do is attack without actually providing an argument that correlates to anything remotely to the thread. You do realize, there are other mmorpgs right? WoW is not the standard.
You’re literally a representation of why the majority of the wow community is extremely toxic and provides zero value to the community as a whole. I doubt you could comprehend anything I have said.
Stuns, in the past, could be resisted. In fact, orc warriors can resist stuns nearly 50% of the time. They removed this mechanic because they understood that stuns were a win condition for many classes. If a stun breaks that just adds more rng to a game that people complain has too much rng. Do you really want to rely on a random chance to survive or would want players to show their skill with effective trinket use and defensives?
Dude that you’re quoting wasn’t even trolling you. Is that just your counter to any comment you receive? Call people a troll, then say they can’t comprehend anything, without actually addressing anything they’ve said?
You’re completely dodging anything of substance then claiming people can’t comprehend. Ironic, isn’t it?
Let me propose this. If someone doesn’t have access to a healer and no defensives and trinket on cooldown, should they be one shot in a stun at full health? The frequency of someone able to stun is higher than someone who can use a defensive or trinket. That includes diminishing returns as well.
There are many ways to achieve compelling gameplay with the use of stun.
Lower stun duration to 3 seconds max with diminishing returns after the third consecutive stun, with 15 second cooldown.
You could categorize different types stuns, Feeble Stun that will break upon damage with a short cooldown and minimal diminishing returns, Strong Stun that does not break upon damage with longer cooldown with minimal diminishing returns.
Or the band aid fix that Blizzard loves to do, is increase health to damage output ratios so 1 stun doesn’t kill.
There are multiple pathways to achieve some sort of balance with stun, without it being the ultimate win condition. This could also be said for burst windows for other dps specs that can kill just as fast.
They should absolutely die. If there’s a situation where no one can trinket or use a defensive then that’s a misplay by your team. You have three teammates all of which can do something to save themselves or others.
For example, if I overlap trinket zone with my monks trinket diffuse we should not be surprised at all if we die next go. That’s the skill aspect - properly using defensives. If you make stuns too short or break on damage then you effectively don’t have to ever trinket a stun and then everyone just takes relly.
Your proposals remove skill from the game and that’s why people are upset.
Sub rogues kill in cheapshots all the time. If you have no trinket up a Ret can kill you in a single stun. So can a fire mage. So can a druid. So can a shaman both enhance and elemental. With cooldowns up a WW can kill you in a single stun. So can a MM hunter.
Classes without hard immunities die in a single stun quite frequently.