Bless
02-22-2014, 02:43 PM
Stuns can be very useful and yes they are a vital part of pvp but if stuns are combined one after another after another, it is not only a nightmare but a balance-toppling mistake. That is why the stun immunity is put in place - to stop the stunlock and it does work nicely.
In season 4 a new type of debuff is implemented: Panic and later in Season 5: Terrify. These two (there may be one more I forgot) do exactly, EXACTLY what a stun does. Unfortunately a Panic and terrify immunity wasn't implemented.
What developers expected to happen after Panic and terrify was patched in (prediction)- Balance would still be same and these debuffs wouldn't have a negative impact on the pvp aspect.
Reality: Majority of people 5v5 clash either have a panic or a terrify pet. And because there was no immunity to these stuns, players can endlessly make all 5 people (if lucky) immobile and sitting ducks. If a tank is stunned endlessly, he won't be able to heal and tank...
By now you as a player will be like "oh not this idiot crying about stuns now...". No. I am not crying because it affects me personally. I am just stating a suggestion because stun immunity is not affecting panic and terrify therefore it undermines stun immunity. Wins and deaths shouldn't rely on stuns/panic/terrify and on gameplay itself. So much luck ATM :/
My suggestion (as I've suggested before) is to do either of these:
• Regard stun, terrify, panic etc as a stun in itself (because it is) and place a stun immunity on these just like the regular stun immunity. So basically, add terrify and panic to the existing stun immunity so that you cannot be stunlocked as the following in a 5v5 clash: Fireball aoe stun -> Slag AA panic -> Samael AA terrify = GG
• Add a NEW panic and terrify immunity that works exactly like the regular stun immunity but for Slag, Samael and other pets. This will mean that a mage can do a fireball stub as well as a terrify or a panic in succession.
Thoughts?*
*Keeping flame, fire, combustion, flares and any other forms of trolling and flaming out of this thread would be SOLID. ;)
~ Bless. Stay pro.
In season 4 a new type of debuff is implemented: Panic and later in Season 5: Terrify. These two (there may be one more I forgot) do exactly, EXACTLY what a stun does. Unfortunately a Panic and terrify immunity wasn't implemented.
What developers expected to happen after Panic and terrify was patched in (prediction)- Balance would still be same and these debuffs wouldn't have a negative impact on the pvp aspect.
Reality: Majority of people 5v5 clash either have a panic or a terrify pet. And because there was no immunity to these stuns, players can endlessly make all 5 people (if lucky) immobile and sitting ducks. If a tank is stunned endlessly, he won't be able to heal and tank...
By now you as a player will be like "oh not this idiot crying about stuns now...". No. I am not crying because it affects me personally. I am just stating a suggestion because stun immunity is not affecting panic and terrify therefore it undermines stun immunity. Wins and deaths shouldn't rely on stuns/panic/terrify and on gameplay itself. So much luck ATM :/
My suggestion (as I've suggested before) is to do either of these:
• Regard stun, terrify, panic etc as a stun in itself (because it is) and place a stun immunity on these just like the regular stun immunity. So basically, add terrify and panic to the existing stun immunity so that you cannot be stunlocked as the following in a 5v5 clash: Fireball aoe stun -> Slag AA panic -> Samael AA terrify = GG
• Add a NEW panic and terrify immunity that works exactly like the regular stun immunity but for Slag, Samael and other pets. This will mean that a mage can do a fireball stub as well as a terrify or a panic in succession.
Thoughts?*
*Keeping flame, fire, combustion, flares and any other forms of trolling and flaming out of this thread would be SOLID. ;)
~ Bless. Stay pro.