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43 posts found
jusomdude

Apprentice Member

Joined: 11/21/06
Posts: 758

Variety is the spice of life, unfortunately, it's also the bane of balance.

 
8/05/09 2:01:51 AM#1

Seriously, if there's one thing I can't stand in an MMO, it's being stunned 100-0. Especially when there is next to nothing you can do to avoid it(sentence primarily directed at WoW).

This alone will make me, and has made me cancel my sub to a game. If MMO developers are smart, they'll leave heavy stun classes out of future games.

How many seconds of stun are tolerable to you?

0
1
2
3
4
5
6
> 6
Don't care.
(login to vote)
Wolfenpride

Advanced Member

Joined: 7/28/06
Posts: 2557

8/05/09 2:32:37 AM#2

I don't mind them, in team based pvp anyways, always nice to mez down a few tanks, mow down the casters, and sweep the remaining melee :]

Worked well in DAoC anyways

grandpagamer

Elite Member

Joined: 1/08/08
Posts: 1669

8/05/09 2:36:59 AM#3

I dont know if its the dumbest thing but it sure pissed me off in Warhammer, they used to stun my sorcerer all the time.

It has to be true, i have internet links.

Thrage

Novice Member

Joined: 8/24/07
Posts: 99

Slayer of Internet Dragons

8/05/09 2:48:50 AM#4

 Fear is a million times more annoying/retarded than stun.

User Deleted
8/05/09 2:52:41 AM#5

If this is reference to the billion-and-one ultra-OP retardadins in WoW, then I'd have to put down a big fat 0.  No way a hybrid class should be that goddamn OP.  

Glad I quit playing a few months ago.  Just thinking about that crap still annoys me.

Scot

Elite Member

Joined: 10/10/03
Posts: 1030

8/05/09 3:43:14 AM#6

I wonder if someone can give us the right answer here, but in DAOC was there not a CC that could stun you for 10 seconds? 1 to 6 seconds thats a cake walk. :)

Stun is a real unbalancing power unless handled right. I have not voted as it depends on the combat, the resistances, the classes and so on.

Nadril

Novice Member

Joined: 4/14/06
Posts: 1270

8/05/09 4:02:21 AM#7

I don't really care that much about them.


"We are each a beautiful snowflake that will melt in hell" - pfsc
zackcerny.com | onlineaion.com
Legion: Element

Zorndorf

Novice Member

Joined: 11/15/07
Posts: 3476

8/05/09 4:39:22 AM#8

Without crowd control (CC), your game quickly becomes a meaningless zergfest.

As in "bigger group that gets heals wins ...".

Exciting for 2 minutes and then you Yaoiwn. (pun intented).

 

Antipathy

Novice Member

Joined: 3/29/06
Posts: 1224

Ex wow players never die, they just come to MMORPG.com to bitch

8/05/09 5:12:15 AM#9

The stuns in wow tend to be fairly balanced at high gear levels (700+ resilience). However, they are completely overpowered at low gear levels.

 

So the problem isn't the stun itself, it's the huge gear dependency of wow PvP making the game impossible to properly balance for your average person in a battleground.

Bigdavo

Hard Core Member

Joined: 1/21/06
Posts: 1665

''Life is what you make of it, not what others make of yours.''

8/05/09 6:14:35 AM#10
Originally posted by Thrage

 Fear is a million times more annoying/retarded than stun.


 

Absolutely QFT.

If we're talking WoW here, stunlock for example was the bread and butter of a rogue, it was essential. Fear on the other hand was ridiculously OP.

O_o o_O

Teiman

Hard Core Member

Joined: 2/29/08
Posts: 1231

8/05/09 6:47:15 AM#11

 A 1 second sleep is usefull to stop runner (or slowdown then),  but It can't help to kill healers. To kill healers you need either mob then, or 4 - 5 seconds stuns.

Antipathy

Novice Member

Joined: 3/29/06
Posts: 1224

Ex wow players never die, they just come to MMORPG.com to bitch

8/05/09 6:47:23 AM#12
Originally posted by Bigdavo 

Absolutely QFT.

If we're talking WoW here, stunlock for example was the bread and butter of a rogue, it was essential. Fear on the other hand was ridiculously OP.

 

Fear has been hugely nerfed and isn't nearly as powerful as it once was.

 

It should also be noted that most melee can become (at least temporarily) immune to fear (cloak of shadows, anti-magic shell, warrior fear immunity thing) whilst there are far fewer ways for ranged classes to become immune to stun.

TwilightEdge

Advanced Member

Joined: 10/14/06
Posts: 424

8/05/09 8:20:00 AM#13

To be honest every effect which makes your character useless is a bad design. Some dice rolls shouldn't decide whether I'll be able to play or I will have to sit and do nothing for some time. Guild Wars is best when it comes to combat imo. EVERY spell will affect it's target but there are no skills which make your character useless. Even when you're blinded you still can cure it, you can only be slowed not stoped completly etc. Stuns/fears etc. are ok in pve maybe but when it comes to pvp there should be not such effects imo.

Horusra

Elite Member

Joined: 6/26/05
Posts: 626

8/05/09 8:25:23 AM#14

It is a pretty basic idea that all range will have a slow movement ability and every melee will some way to stop people from being able to run away from them.

mortharx

Novice Member

Joined: 1/15/07
Posts: 300

8/05/09 10:47:44 AM#15

OHHHH YES! EQ Monks prenerf. Those lovely PVP times! <3

R.I.P Chikaca Whachuchu

abyss610

Elite Member

Joined: 4/29/06
Posts: 641

8/05/09 10:54:35 AM#16

2 second isn't bad if spaced out properly, Mace spec rogues in WoW was just retarded.they could possibly keep you stunned an entire fight. Fear was easily over come ...eventually, need to do teh same with the stuns. fear is a joke anymore, before it was fixed being chained feared sucked badly.

dave6660

Hard Core Member

Joined: 9/26/08
Posts: 257

8/05/09 11:52:32 AM#17

I've always enjoyed playing the CC classes.  Crippling your enemy in a variety of ways adds more dimensions to combat.

The duration of the stuns should be relative to the speed of the game's comat system so it's hard to pick a number.  Stuns / fears should not be chainable where you can lock down an enemy for the entire duration of a fight giving them no chance to fight back.

I haven't played WoW since before the first expansion so I don't know how bad this problem has become.

"I hate to advocate drugs, alcohol, violence, or insanity to anyone, but they've always worked for me."
-- Hunter S. Thompson

Aganazer

Advanced Member

Joined: 11/20/08
Posts: 941

8/05/09 12:17:32 PM#18

I think you got your PvP gripes into my PvE game. Its this kind of stuff that makes me hate the idea of games that have both PvE and PvP options and try to balance for both simultaneously.

Pinkerl

Advanced Member

Joined: 3/27/09
Posts: 110

8/06/09 1:18:00 AM#19

if i can make my own mmo i would have a stun skill that has maximum of 7sec. stun skill level 1-3 will have 2sec. stun skill level 4-7 will have 4sec. stun skill level 9(max) will have 7sec.

and it will have a stat point called strong-will asisde from typical hp,mp. strong-will determine your resistance against stun and dizziness. the more strong-will points you have the more you will over-come stun and reduce being stunned.

Comnitus

Elite Member

Joined: 6/03/09
Posts: 509

There are no stupid questions, just stupid people.

8/06/09 1:22:57 AM#20

If you're stunned, you should be one-shotted. Simple as that. Your defences are down and your body is unresponsive.

That means using stun in a traditional CC sense is stupid. Yeah, I'm going to bend half over with little birdies tweeting around my head as this Rogue circle strafes me, laughing, backstabbing, slashing, and finally executing me with a big, juicy crit. Because my trinket was on CD. That's realistic.

I'm fine with CC, I understand it'snecessary. Large AoE roots = good. Knockbacks = good. Knockdowns = I'm fine with those. Fear = no, just as stupid as stuns.

But that's just my opinion. I'm even fine with some kind of blinding or dazing effect, which incapacitates you for a very brief amount of time, but that is broken upon receiving damage.

As someone posted above, anything that completely takes control away from the player, meaning basically makes the player useless, is bad game design.

 

 

CactusmanX

Elite Member

Joined: 5/05/04
Posts: 1920

Don't mock me my friend. It's a condition of mental divergence.

8/06/09 1:33:40 AM#21

It depends, how fast can you die, if say you can be stunned for 10 seconds and you can die in 5 that is a bit cheap. Also depends if there is a way to break out of stun or resist it.

But in general I think stun should be used to get the upper hand, not be an instant I win button and certainly no ability to chain stun after stun effectively killing the person without giving them a chance to fight back.
 

Here I was complainin' about loss of pride and how life had treated me, and now I realized... I never had any pride

jusomdude

Apprentice Member

Joined: 11/21/06
Posts: 758

Variety is the spice of life, unfortunately, it's also the bane of balance.

 
8/06/09 9:22:03 PM#22
Originally posted by Zorndorf

Without crowd control (CC), your game quickly becomes a meaningless zergfest.

As in "bigger group that gets heals wins ...".

Exciting for 2 minutes and then you Yaoiwn. (pun intented).

 


 

CC that doesn't allow someone to tear me to shreds at the same time is fine, but stuns that allow someone to be utterly destroyed without them being able to control their character are not.

Axehilt

Elite Member

Joined: 5/09/09
Posts: 1241

8/06/09 10:33:17 PM#23

There's no single answer, because of how many factors are involved:

Fight Length: In a game with 2+ min long fights, 10 sec of stun every so often is perfectly fine.  In a game with 3-second fights, 1 second of stun is overpowered :P

Frequency:  A 2-sec stun is not acceptable if it's on a 3-sec cooldown.  Same goes for having a variety of CC moves which can be chained.

AOE: A 2-sec stun on a reasonable cooldown might still be overpowered if it's AOE and then you can stack a bunch of teammates together to perma-stun a large group of people before they can react.

Cast Time:  An ability which instantly stuns someone is much more powerful than the 3-sec cast which may be interrupted.

Very rare abilities (something only one class might have) could even surpass the normal acceptable stun duration.  If the opponent spends 6 seconds casting a spell to stun you 6 seconds, he'll have basically stunned himself for 6 seconds (and during your 6 seconds of stun you might consider actually interrupting that guy next time.)

Magnitude:  A stun completely prevents you from playing and should have the shortest duration, but less potent CCs which lock you out of only certain capabilities can have longer and longer durations (such as being hit by a move which adds many seconds of cooldown to an ability you just used -- so you can't use it for an extra long time but the entire rest of your character works fine.)

WAR's solution to CC was particularly terrible.  They give many classes a ridiculous ability to spit out CC effects, then make players immune to CC for 20 secs after being a victim of CC...resulting in your abilities not doing their full effect most of the time.  It's much better to drastically limit the CC moves available to a class, but have them work every time as advertised.

I may be sorta harsh on EVE, but damn is this a cool trailer (EVE Dominion).

natuxatu

Spotlight Poster

Joined: 11/12/03
Posts: 902

I would love you if you let me.

8/06/09 10:38:00 PM#24

To put simply: The lengeth of the stun would depend on how fast the combat is. Thus it's not dumb in most games. In fact in pretty much every MMO I've played, and I've played a lot... the stuns have been pretty right on.

Playing: Aion
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Excited for: Guild Wars 2 & Final Fantasy XIV
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Have Played: World of Warcraft, Final Fantasy XI, Guild Wars, Lord of the Rings Online, Vanguard, City of Heroes/Villians, EverQuest 2, Tabula Rasa, Dungeons & Dragons Online, The Chronical of Spellborn, Warhammer Online, Age of Conan. Champions Online
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Favorite MMO: Final Fantasy XI

osc8r

Apprentice Member

Joined: 8/30/06
Posts: 488

8/06/09 11:20:32 PM#25

Anything that nulls player input [and thus skill] doesn't belong in competitive (read: PVP) games, period.

Ahh, how I miss you AC1.

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