Except for some suggestions of kd, most people’s suggestions are to completely ruin stun
Then explain how sleep controls 300tu?
At present, most of the mythological teams are running sleep counters. Sleep is more destructive and more stable than stun
It’s far easier to recover from sleep, as per my original post
How did you come to this conclusion so easily?Then please explain why almost all mythological teams are running sleep lock instead of stun
When monsters are sleep locked, it takes one purify or Lava entrance to recover ALL monsters. Tell me, how do you recover all monsters when they’re stun locked?
Give turn is usually only one monster and has a Chrono weakness, unlike purify which has no weakness.
Sleep is powerful. But it doesn’t force everyone into running sleep immunes because you can recover easier.
There aren’t many full myth teams, but usually they’re high in the rankings playing other Myth teams who have Aethereon.
Yes some suggestions would ruin stun. I think many people won’t be happy about stun until it’s actually killed, which is a shame. I feel like stun is an integral part of the game and should remain strong. It’s just that the PvP diversity will be a better if stun is handled a little more than it currently is.
I second what Lemon says about sleep… it’s stronger than stun but far easier to interrupt or come back from.
Maybe you need a stun absorber, the longer he waits, the stronger his defense
Let me return to the topic. in real pvp stun is a strategy with huge risks and benefits, but sleep is not. Secondly, you mentioned that the way to relieve sleep is not practical. Purification is not practical in front of a short-tu sweeper. The income of the lava entrance is not stable. Most people respond to stun by relying on stun immunity, which is very stable and we have many powerful monsters to choose from
If you not running at least one purity monster every 4 monster than you deserve to get sleep lock. Yes sleep has always been the strongest in my opinion but as lemon said. It’s so many counter to it. But when it comes to stun. Even if you only stun 2 monster out the four it’s a big advantage that impossible to come back from unless your opponent just make a mistake
I agree with u.
Let me return to the topic. in real pvp stun is a strategy with huge risks and benefits, but sleep is not. Secondly, you mentioned that the way to relieve sleep is not practical. Purification is not practical in front of a short-tu sweeper. The income of the lava entrance is not stable. Most people respond to stun by relying on stun immunity, which is very stable and we have many powerful monsters to choose from
In fact. it is very difficult to achieve four stuns. Most top or advanced players do not place even 4 monsters without stun immunity in the team. just this season have a limit.
The current Mythic team has enough sleep resistance but not many stun resistance. This is the problem you mention.
One thing I’d like to add is that only stun locks have huge risks and benefits, while running something like malwing really isn’t much of a risk. Players can also decrease the risk by having the stun lock towards the end of their team, giving them the entire game to thin out their opponent’s stun protection.
I’ve been saying this for the longest
I tried to snipe u during ranked bc I run lava entrance and toxic entrance to hard counter sleep but I couldn’t manage to queue you…
It’s true to say that a team with multiple stun monsters can make you lose while sleep won’t make you lose. But in my opinion what is pleasant in this game is to try to make a team with as little flaw as possible, I do not understand all these controversies about stunning. There are so many monsters to fight against in this game.
I agree with you even if having a team made for falling asleep is difficult to set up too. There are advantages and disadvantages to all types of Strategies
I don’t know anyone who wants to see Stun buried. @ItsSherlock and I probably feel the strongest and we just want change, not deletion.
The issue is that Sleep monsters which can reliably put the monsters you want to sleep are few (Lemon, Gremoris, Vigziarid etc) and, in the case of Legendaries, they’re mostly one-use and restricted behind LINK.
On the other hand, Stun is more reliable because the number of enablers is much higher: they can counter the counters to Stun very effectively.
Chrono Killer can kill Stun Counter, Stun Converter and Give Turn monster. Searguard doubles down as it can potentially kill Stun Absorbers too. If you know you’re gonna eventually pull a Stun lock, you know the opponent is not gonna recover easily, so you’re pretty safe at that point.
Meanwhile, monster as common as Ahuizard or Nectareon can instantly break a Sleep lock.
