[Solution] Stunlock

 

I've always been a fan of this idea in games: diminishing returns.

For those of you who don't know what that means basically, I'll give an example.

 

With diminishing returns player 1 may stun player 3 for 5 seconds

player 2 comes and stuns player 3 for 5 seconds, but since he has recently been stunned the stun only lasts half as long.

and it keeps going for a period of time, eventually the unit will be immune to stun until a certain amount of time has passed since his first stun.

 

 

1,661 views 10 replies
Reply #1 Top

I thought of this.. but I thought this shouldn't be nessisary if stuns where simply better balanced and such.

 

I think instead stuns just shouldn't be so broken and a mechanic like this just wouldn't be needed.

  1. You shouldn't be able to stun someone that is frozen.  Effect must end before you can stun. (You can still stun someone RIGHT after if you time it so the boulder/ice/whatever finishes casting and hits them.. but that takes skill.  Skill should be rewarded.)
  2. Many things that stun should be changed to slow and silence, make it so someone can still attack and cast but not move, make it so someones attacks miss.  Stun is so good because it prevents someone from doing ANYTHING all at once.
  3. Shorter durations. 5 seconds of not being able to do anything is in almost all cases too long..

 

I think Knockdown should replace stuns and there be some knockdown combos, and the knockdowns only last like 2 seconds at most, no more 5 second stuns.

  • Like say the Rooks boulder roll first knocks people down for 1/1.5/2 seconds, and after they get up they'd be crippled(moving slowly) and silenced(can't cast spells) for longer.
  • Rook could then have a footstomp that does tripple damage or something to knocked down people, and the footstomp is WAY WAY faster cooldown than the boulder.
  • This adds a lot more depth because if you boulder someone far away, it allows you to get close to them and hammer them since they can't run away fast enough and they can't cast their own stun/freeze to stop you since they are silenced.
  • However, if you boulder someone standing right by you, they're knocked down, and you can footstomp, and THEN hammer.

 

Reply #2 Top

I'd like to see most/all top-level stuns have their increase to stun time removed and have them have a different bonus instead, like doing damage (like the boulder roll) or blocking spells for a few additonal seconds or something.  Add a few anti-stun items (like armor that cuts stun time in half, or a potion that makes you un-stunnable for X amount of time) and stunning is a much smaller problem.

Reply #3 Top

Thing is.. if everyone is going to use stuns because htey're imba, then everyone will use the anti-stun items.

Then buying the anti-stun items is basically a requirement.

Reply #4 Top

Well, but then no stun should be implemented. You can see what happens then, if you play Dota. Stuns are just really powerful, as innociv said, because you can do ANYthing. So if i've to choose a Hero for my Teamup, and i had to choose from Torch / Rook / Remu, i would pick Rook > Torch > Remu.

Yes the slow is good, but the AE-Freeze is better, and the ridiculous low-CD Ae-Stun even more. There has to be more, than only a disbale fest. Knockbacks, silence, slow or roots are a better way to go imo. Keep the stuns rare.

Reply #5 Top

"you can't do ANYthing" i think you meant, not can.

Reply #6 Top

Yea, I think anyone who has played the Rook with two cooldown reducing items realizes that Stunning is going to be a dealbreaker come competitive tournament play. Fortunately as the OP noted, we already have a perfectly respectable solution to steal for this from WoW, who after years of fiddling around with mechanics like Stun and Fear (mechanics that cause character control loss, which turns out to be not be all that fun) discovered the full joys of not just diminishing returns but also different durations for players/mobs.

I have no doubt that the Demigod staff will take numerous steps to address this issue once we enter the gameplay beta.

Reply #7 Top

I have no doubt that the Demigod staff will take numerous steps to address this issue once we enter the gameplay beta.
End of quote

yeah, I bet that one of our various solutions will work well, and the game will become even more excellent, I'm just not sure which.

Reply #8 Top

 

I hope for a solution but I don't feel that stuns should be removed from the game. I just want the overuse and abuse of stun is removed. 

 

Let's just keep throwing ideas out there and help the devs come to the right solution :)

Reply #9 Top

I think that broadening stun into various effects that remove individual elements of control would be the best way to go. Reserve true stun for a very few very powerful abilities. Otherwise, remove mobility for a while but leave attack, remove abilities but leave the rest, but give the player something to do other than sit there and watch. Allow some form of counterattack or even just the ability to run away.

Reply #10 Top

 

Sounds doable. Like more slows or silences or immobilizations to replace some stuns.