Stun/Knockback Diminishing Returns

Stun/Knockback Diminishing Returns

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Posted by: kevkelsar.9507

kevkelsar.9507

I would like to suggest that some type of diminishing returns system be implemented into sPvP for stuns and knockbacks. In my experience, sPvP has now become a matter of who can stun/knockback more than others in order to kill fast or keep enemies off a point. I am repeatedly chain stunned and knocked back that it doesn’t even give a chance to do anything to counter.

By having a diminishing return system in place, stuns and knockbacks would become tools to be used strategically, not just mindlessly spammed over and over again since there comes a point that the person can no longer be stunned or knocked back. I realize that this is currently not much of an issue for Warriors and Guardians since they have multiple methods of applying Stability for long periods of time without much effort or sacrifice, but some of the other professions just cannot even compete or counter the insane amounts of stuns/knockbacks.

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Posted by: Swim.6830

Swim.6830

While I agree, I doubt something like this will happen as stability is the “counter play” and supposedly every class has an abundance of it.

Zwim Elementalist
Consigliere
The Dragoon Brotherhood

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Posted by: Knaha.5193

Knaha.5193

so I guess you’re not playing a warrior or guardian?

Every class has their ways to deal with chain stun. Be it dodging, invisibility, stability, teleporting or just not letting a melee class near you (movement and crippling).

Wars and Guards have the easy stability button. But especially Ham-Wars depend on the stun and no diminishing returns. If there would be any, many builds couldnt be played anymore (like hambow warri).

I myself play a hambow warri, and most people are just blind in terms of tactical awareness. If I switch to hammer, people should get the kitten away, cripple me and evade me, or just dodge good…

I think 15% of the enemies I encounter do this. And then I have a really really bad time. I’m pretty good, so often I manage to either survive or somehow get a stun on them. Sometimes my dmg is enough (rarely) – so these classes can kitten me hard then. Classes are ranger, mesmer, thief and necro – If I cant burst down some of these, it often takes too long to win the fight, and they can heal to much.

Those “Stun”-Classes/builds often depend on the stun without diminishing returns.

I know, this is a crappy excuse, but many people telling me warri is suuuper OP are just wrong. Warri is good to frag not so experienced players, while other classes require more skill to do that. But in my eyes, a mastered necro or mesmer is as deadly as an mastered warrior.

Again, next time you see a hammer swinging enemy, get your kitten away from him, even if that means you’ll lose the point. But thats the sense of the class like a “bunker”. Keep the enemy away or dead.

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Posted by: kevkelsar.9507

kevkelsar.9507

I would like to know where the counter is for Engineers (my main). I think they have 1 second from the Thumper turret toolbelt skill (45 second cooldown) and 4 seconds from Toss Elixir B (30 second cooldown). I guess there’s also Elixir X, but that’s a waste of an elite.

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Posted by: kevkelsar.9507

kevkelsar.9507

It’s not just Warriors that stun and knockback so much. Thieves can do it, Mesmers can, Engineers can, it’s ridiculous how much is available. Sure, 1 on 1 you can get away with timely dodges. If there are two, only Guardians and Warriors can survive that much stun and knockback.

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Posted by: Mouby.7096

Mouby.7096

I would like to know where the counter is for Engineers (my main). I think they have 1 second from the Thumper turret toolbelt skill (45 second cooldown) and 4 seconds from Toss Elixir B (30 second cooldown). I guess there’s also Elixir X, but that’s a waste of an elite.

Well tbh it’s quite hard to beat decent warriors (e.g.) but definitly possible. The “counter” in this case isn’t stability but rather your endurance and blocks (stunbreakers as well tho). You can’t even blind them reliable due to their berzerker stance.

Due to the fact there are many ways to counter cc i doubt it’s a good idea to implement diminishing returns on it. They should rather balance cc-skills so you can’t spamm them.

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Posted by: Knaha.5193

Knaha.5193

I would like to know where the counter is for Engineers (my main). I think they have 1 second from the Thumper turret toolbelt skill (45 second cooldown) and 4 seconds from Toss Elixir B (30 second cooldown). I guess there’s also Elixir X, but that’s a waste of an elite.

If I’m solo 1vs2 enemies and i need to survive that much stun, I can press stability and can move, but I will still die in a matter of seconds. If you’re outnumbered, stun is always brutal. So is dmg. If 2 rogues are attacking me and bursting, I’ll die in seconds too, even if Im not stunned.

Again. If it#s 1v1, keep away from the ham swinging guy and use range attacks. If he is near u, use rolls and cripple him, so he cant come near you.

I myself stay away from e.g. a necro when he’s using his other health pool :P

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Posted by: holodoc.5748

holodoc.5748

The only problem with warriors is when there is more than one attacking you. In that case its usually impossible to counter unless you have a ton of stun breakers like stances. However in 1 vs 1 fights its extremely easy to avoid hammer stuns because Earthshaker is a very slow attack. Once you see a warrior switch to hammer its safe to assume he/she gathered enough adrenaline to use Earthshaker so you should do whatever it takes to either cripple him or get out of his range.

Basically the most important rule against hammer warriors is keep your distance, if required run, because once he is out of his bursts you can pluck him alive, feather by feather.

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Posted by: Zietlogik.6208

Zietlogik.6208

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

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Posted by: Jekkt.6045

Jekkt.6045

make it the same way as in PvE. bosses get stun immunity stacks. if you get stunned/dazed whatever you get 1 stack for 10 seconds = problem solved.
you either waste another stun to remove that stack or you wait 10 seconds.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

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Posted by: Nutshel.7264

Nutshel.7264

snip.
Again, next time you see a hammer swinging enemy, get your kitten away from him, even if that means you’ll lose the point. But thats the sense of the class like a “bunker”. Keep the enemy away or dead.

Yes at this point I am 1 dodge short, and will eat either immobilize followed by 6k+ arcing arrow while eating crapton of condi dmg or dodge immobilize and still eat arcing arrow and crapton of condi dmg+point is lost. Either way its lose, same thing happens if i pop my stability ill get point blank immobilize + crapton of condi followed by hammer stun spam when stability fades. Either way I die/lose point

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Posted by: Liewec.2896

Liewec.2896

this would be great, sure every class can get stability but thats not good enough, for most classes it will be something like 8 seconds of stability on a 1 min CD, for the rest of the time are you expected to be a ragdoll?
diminishing returns are a MUST

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Posted by: silentnight warrior.2714

silentnight warrior.2714

The bigest issue with stuns is with mesmer and thief with the ranged instacast stun/daze. You can see warriors doing their moves and pin down will have a obvious cast so it will be harder to immo someone and after stun him. The problem is not the stuns, its the way some professions achieve their stuns/dazes/knockbacks. (Engenier is another case) When you can react there is no problem, there is a problem when you cannot see/react to a stun attack.

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Posted by: cap.1394

cap.1394

i play engi aswell and animations are preaty obvious. however im running flame kit, and if he gets me in a stun i can use a blind to disrupt the chain so i can dodged the 3rd.

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Posted by: Nutshel.7264

Nutshel.7264

this would be great, sure every class can get stability but thats not good enough, for most classes it will be something like 8 seconds of stability on a 1 min CD, for the rest of the time are you expected to be a ragdoll?
diminishing returns are a MUST

8 sec on 1 min cd?! this is madness! I have 6.5 sec stability on 90 sec cooldown! Guess my class! Hint that’s with 10% boon duration modifier

And yes DR is a must and I’ve been asking for it for ages

(edited by Nutshel.7264)