Stun mechanics - What?

Stun mechanics are running amok worse than in BFA live content. This pre-patch is highlighting just how bad stun mechanics are, staying stunned for up to 20 seconds by rogues being my first hand experience, and opting for trinkets that are NOT the lowest level gladiators trinket, this is pretty much a fun killer. Also who ever thought it was a great idea to NOT let people with high conquest rating purchase a ilvl appropriate Glad trinket is not winning any points.

Not on a witch hunt for rogues specifically here, they’re just my scapegoat in this example. I feel like stuns a really need a workover for balance especially in the class skills department, they should not be the -end all- ability to a fight. No one mechanic should reign in that area except dealing damage.

Now rogues being my example here, they can dish out their stuns while staying stealthed and until the BRIEF diminishing returns kicks in, they can do so without impunity. The equivalent of this would be me as a Paladin running around with a permanent Divine Shield on, throwing out Repentence, Hammer of Justice and Blinding Light around as fast as a rogues stuns cool down to no limit, would not be really fair would it?

Extended stuns directed at certain specializations can just go away with the smaller health pools also, as taking more damage I’ve died well before getting chain-stunned could have ever possibly ended, especially when more than one stun capable class is present like DH, or Priest, other paladins… etc.

Stunning should be purely utility, to help any class get a moderate edge, it should not let any class get kills with impunity, this can be cleaned up without killing rogues fun, or anyone else’s.

Diminishing returns on stuns needs a better look at and the classification of the types can just go away. A stun is a stun, be it sap or fear or blind.

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Diminishing returns cause rogues to stun you for at max 9 seconds, kidney for 6 seconds, Cheap shot for 2 seconds, cheap shot again for 1 second. Total 9 seonds.

20 second stuns do not exist in pvp.

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Tank specs are stunned for longer, by 1 to 2 seconds. 7 + 5 =12 + 4 = 16, dim returns, + 4 = 20. Presence of 2 rogues chain stunning.

20 Seconds of stuns.

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I’m going to pretend to be your 6th grade math teacher and ask you to explain your work.

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Heh, no, but 1 minute stuns exist in PvP :upside_down_face:

But I won’t go into that.

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You realize that you’d be immune after the third stun right? So Jd is right, you’d be stunned at max 9 seconds. Also, fear and blind aren’t stuns so the only reason you’d bring that up is because you are using Donald Trump math to support your argument.

If you are fighting in lag like when we fight Garrison Gaming, stuns become infinite, like barrage is for hunters. You see the stun should have ended already, yet you’re still stunned.

He isn’t talking about large scale wpvp, he was talking about fighting two rogues. At least read the OP before commenting.

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If he picks up one of the relentless trinkets it would be even less. :grinning:

No just no to politics here.

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That’s not how stuns work.

Stuns don’t magically exceed their tooltips duration.

Prepatch, specifically, and for the first time in something like 2-3 expansions, has kidney shot stunning for 7 seconds, not 6 seconds, if a rogue specs into Deeper Stratagem, when used with 6 combo points.

Subsequent stuns like cheapshot, are immediately affected by the DR from Kidney shot, as has been true since 4.0.1, rogue stuns share the same stun school. (circumvented in MoP in 5.x.x when paralytic poison was introduced as a new stun that was not on the same school as Kidney and Cheapshot, then removed for WoD.)

So AT MAX, as in the most time you could spend stunned consecutively (without regaining control of your character for any period of time.) would be 7+2+1, as DR’s work by reducing the duration by half, twice, until immunity.

So once again, 7 second kidney shot, followed by 2 seconds of cheapshot, Followed by 1 second of cheapshot. (As cheapshot has no cooldown.)

The only current exception to the rule is if there’s a destruction warlock present, or an engineer low enough level to use the TBC rocket launcher. (There may be other misc stuns in the game but I’m not familiar with them.)

A warlock could add 2 more seconds at the end of the rogue stunning you for the exampled 10 seconds. (7+2+1, 7 because of Deeper Stratagem as of prepatch reverting nerf.)

This would be a total of 12 seconds. Not 20. No longer for any other class. ONLY Shorter. Shorter on Orcs, and shorter on people who’ve equipped the Relenteless PvP trinket.

You’re now on FULL stun diminishing return granting immunity. You, as a prot paladin, and every single other class in the game, or NPC. This rule doesn’t change for anyone under any circumstances.

You may not be affected by another stun until the DR has worn off. I trust I don’t have to explain to you how long it takes for a DR to reset?

Could you please elaborate on what your problem with the way stuns behave is?

libtards always bring politics into everything

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may not be 20 but 12 is a helluva long time

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Calling people who you don’t know the political affiliations of libtards is “bringing politics into everything”. Just pointing that out.

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I need OPs math on stun DR into tanks. I have to see how he got to 20.

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And realistically never ever happens. Nobody even plays deeper strat. They might start in SL.

i swore it was bidens math because he couldn’t explain it like his sons laptop

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sound like one types like one more than anything is one…

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dont really care what you think just saying

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Cared enough to respond in the thread.

Coming off the corruption system (the gross amounts of versatility) along with the number squish, stuns are rather comical during this pre-patch, at least IMO. This is from a Warmode standpoint too, rather than an arena setting. The fact that you know you’re basically guaranteed to die in a stun, now, more than ever before, is something you just kinda have to accept and admit defeat on. (Unless you’re using the low iLvl PVP trinket.)

I do empathize with OP though. I set out to complete CTA in Uldum on this character yesterday, and was absolutely shut down by any rogue/WW. Sub Rogue in particular was impossible to kill. If I wasn’t stunned, I was interrupted; if I wasn’t interrupted, there was a counter ability. This character is 107 iLvl so it’s not the strongest but it isn’t overpowered by a long shot, either.

Meanwhile, on my iLvl 107 Assa Rogue, I can kill any Ret/Fire Mage/Arms, Fury Warr/Frost DK etc, specifically during Cheap Shot. :man_shrugging:

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