#Updating Stuns for PvE Combat

1 messages · Page 1 of 1 (latest)

craggy crypt
#

I feel like with the exception of certain end of a world dungeon bosses and advanced combat. Most bosses in this game should be stunnable. It makes no sense to ban stun spells pvp wise... but also make it a useless PvE mechanic that doesn't contribute to PvE almost at all.

There is no use lowering damage of spells pip cost wise to add a not so useful outdated mechanic that isn't very beneficial pve or pvp wise. Why stun mobs when the strat for mobs are usually just blade up and aoe damage. Bosses have a larger health pool, but almost all of them aren't stunnable. I'd rather give up the stun for other utility on a damage spell to hit a boss.

twilit rover
#

I very recently made something like this.

#

I did just remember why stuns are now banned in Adv. It's because of its function. It's detrimental to be hit with in raids, and Ratbeard outright hates the mechanic as a whole. Additionally, because of how pvp works, Stuns are outright busted.

craggy crypt
# twilit rover I very recently made something like this.

im not talking about pvp stuns ... i just want to be able to stun bosses in pve... its ridiculous that this mechanic is one of the most useless mechanics in the game right now and either spells should be scrapped of stuns all together or most bosses should be stunnable ... just add stun blocks to boss decks to cast

twilit rover
hexed herald
#

I agree stuns need more viability in PvE again. Every now and then a boss isn’t immune but it’s pretty rare. My first wiz was Myth and I slowly grew away from it because of the fact that my variety of stuns were rendered useless after a while. Especially Medusa which was really fun to use

#

And yes I know about the B path for Medusa but I’d rather stuns be useful again instead of taking away the mechanic entirely

#

And if they hate stuns then an interesting mechanic needs to replace it. Like maybe granting us access to a version of the harmful aura that reduces pip gain? Some type of “slowing” effect

twilit rover
#

Wait, I just remembered the team is also against enemy pip manipulation.

hexed herald
#

I don’t think I’m a fan of them granting enemies all these special privileges that they’d hate for us to use lol like the new Taking Tree fight LOVES impede and many enemies use mana burn

twilit rover
#

Honestly yeah, that's just silly.

#

An argument from the team I find weird is how stun immunity exists to prevent bosses from being stunlocked, but that's what stun blocks are for!

#

And you can get stun locked too.

hexed herald
#

I would even be content if their immunity was simple replaced with a stun resist % like players have access to (although unrealistically) that way we at least have a chance but not guaranteed. Otherwise, they need to find a replacement feature for sure

lofty brook
#

stuns should just be that you can't draw any cards

hexed herald
#

Also to add on to some of this subject it’s annoying that enemies can keep access to some cards we lost access to? Like several enemies have kept the 90% efreet

lofty brook
#

like if you discard 3 cards the turn you got stunned, you only have 4 in hand for the next

#

and can't get tc

hexed herald
#

The thing is I’m not sure if that affects enemies whatsoever

lofty brook
#

and? everything blocks stuns anyway

#

or enemy stuns could remain the same

#

its not like the in-game enemy has a bad experience from stuns, its just a string of numbers basically

twilit rover
lofty brook
#

Oh my fault, misread the thing, I thought the thread was about how stuns make pve a drag to play through

craggy crypt
#

it would make stuns viable pvp and pve wise if it just makes it so you can't draw cards in your hand

#

and it would make it a good soft counter mechanic instead of a hard pvp and pve black and white mechanic

hexed herald
#

i dont see how this would change the system whatsoever for pve

#

it would be beneficial for npcs only and ur asking to change that in your suggestion

twilit rover
#

We can turn stun immunity on bosses to stun resist?

hexed herald
#

that would work for me personally

twilit rover
#

I'd make the stun resist 35%

craggy crypt
#

stuns are already banned now in pvp so i rather have this be a viable pve mechanic ... it so useless for spells to have stun in pve as bosses are almost always stun immune

gentle pebble
gentle pebble
twilit rover
gentle pebble
#

oh that is confusing thanks

#

still it would be cool if it stunned bosses

twilit rover
warped imp
#

(I haven’t read up on whats been discussed yet)

I really want them to either remove stuns as a whole or rework them to something they view as balanced enough to not make every new thing in the game automatically resist them. Its really sad that this was an identity multiple schools had thats been abandoned entirely. Might be biased because I enjoy myth the most and this was definitely something myth had but it feels crap to just see it stay on spells but be effectively a power drain for no benefit.

twilit rover
feral briar
#

Just throwing this out there but . If the target is immune to stun the card should be +100 more dmg for something .

If target immune +100

#

That way stun cards are still viable for bonus dmg .

vivid vector
#

I’m on the side that stuns should just be completely reworked. Just a pure unfun mechanic that stalls the match progression

merry flint
# lofty brook stuns should just be that you can't draw any cards

Tbh this isnt a bad idea for pvp specifically, but for pve it's not viable. What if instead stuns made it so you could only use "defensive"/non-damaging spells? It wouldn't really be a STUN atp but it would definitely be an obstacle. Another direction would be to make it so if you're stunned you don't gain pips

twilit rover
merry flint
#

It shouldnt have to be one extreme or the other

twilit rover
#

honestly, I do kinda like the being unable to use damage spells thing

quasi maple
#

Completely agree, either spells should give up stun for other utility or stuns should be updated to be something else like the first picture in the comments

merry flint
#

I would just like something to be done with this feature. It’s used exclusively by enemies designed to waste your time. It could use a rework or should be straight up removed if devs don’t want to deal with it anymore. It’s in an ugly limbo state where nobody is happy with it.

limber wigeon
#

how would just combining stun and confuse and then changing both to a system where when confused you can hit your target or you hit yourself. base line is a 90% chance to hit yourself and your confuse resist now lowers that chance to hit yourself to a maximum of 10%. it no longer feel like a wasted mechanic and the stun resist stat is no longer just garbage

lofty brook
#

Confuse is so much worse then stun