Stun...

So at this point, if you ask someone “what to use to beat random event?” The first answer you’ll get is probably “stun into sleep lock”

Like, it’s 100% autowin. That’s how much power stun locking has and it’s killing the game, slowly, just like how everyone is killing last level in horde event. Looking back, if my normal pve team didn’t beat a certain event then I could just use stun to do it. Stunning to 1500 and killing one by one.

Stun is too rewarding, free 80-200 sec stun on the whole lineup. Imo shocking entrance should have 40% chance to hit each enemy so it’s not guaranteed auto win. And normal stunning entrance 60%±.

In pvp this is worst. I almost always get stunned. And there might be that one knob saying “use stun protection :crazy_face::crazy_face::crazy_face::crazy_face:” No. it doesn’t work. If the other one is using motor and tinker to support. Only a full stun immune team might stop that, and not everyone has all of those.

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Lol don’t worry I’ve quit neo so don’t need to worry about my teams anymore plus I’ve never seen anyone but me use both tinker and motor stun has plenty of counters and more coming every week to give it a lower percent chance to work would ruin it it’s either have it or remove it from game fully and stun was the first combo everyone saw it’s the basis of neo if you don’t like it find a new game

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Since the comments were deleted I’ll just say this:

Stun is very popular. Every 49/50 use it so you can’t claim it’s directed against you. Sure you run motor and tinker but maybe I should’ve written motor and/or tinker.

This will probably be deleted as it’s oot and yes I don’t mind it deleted but I just wanna say I care about Wolf (amongst others) :ok_hand:t2:

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Its true that stun is so damn mainstream and powerfull in this game. Its really the most powerfull this game.

However you cant really change it, thats how the game based on. You got a whole monsters that was released to stun / prevent stun. If you change stun, you need to change 80% of the monsters.

Lets just hope fot some different mechanics on neo 2.

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Exactly this if it is heavily changed so will many other legends that based on it counter it would need to be changed as well

No I’m not going to delete this

The only way you should be getting stun lock is if your opponents running motor and tinker. If you getting stun lock any other way than you need to improve on your team building. Stun a basics and not going nowhere. Honestly being stun lock not the worse in the game. I rather be stun lock than sleep lock anyday.

:smile::heart_eyes::upside_down_face::laughing::hugs::relaxed:

Skip to 4:49. Little bit of language.

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Still. The stun is free. You can’t do anything to win if the enemy stuns 4/4 to 1500 and kills one by one. And doing so is easy, which is why i suggest rng stun so it’s not 100% guaranteed that you can stun lock. And no, running absorbers every 2 spots is ridiculous. It’s too much support for the amount of sweepers/attackers you can have.

People should have to balance their teams out running 16 sweepers shouldn’t be viable strategy we ultimately want less rng in the game imagine so many stun legends would come useless if rng is involved and if we rng all stun why not rng all Posion as well let’s just rng all damage while we at it

As i said work on team building. I run 3 stun absorb a match and rarely get stun. It’s monster placement. If you need help. My class is open

I’ve always hated the 5* SE protectors so I refuse to use them. The PvP team I created back in December built to deal with the “stun meta” has only Bitterbeast as a stun absorber then two TT monsters with stun immunity. I’ve never had particular trouble facing stun teams with that, I just play carefully around it and have a team which is very adaptable and good at controlling the field. I think a lot of PvP comes down to the choices you make in the combat once you’ve made a good enough team.

Since stun is so common across monsters you’re always going to build your team in a way that can handle it and that’s not because it’s OP, it’s just a major part of the game. It’s like how protector monsters are a core part of the game… we don’t say “hey it’s silly that I often need to put a protector next to my really powerful sweeper otherwise it just gets killed so fast”, we just accept we’ve got to protect our sweepers just as we’ve got to protect our teams from stun.

As for stun in PvE it was literally one of the core original strategies, as seen by all the weak stun bursters and stun bombs. We can turn to those to cheese some content like the original stun bombs into a last biter. Tbh it’s great having such a strong, reliable that is accessible to everyone from early on in the game.

You know, I feel like our attitude towards stun absorbers has changed a lot since the game started. Back when there were fewer than 30 legends in the game, there was generally an extremely strong emphasis on stun absorbers being one of the most integral parts of your team, like the whole meta was wired so that everyone would have to use them. It seemed not as bad then since there were so few monsters, it made more sense for them to play such a critical role in the meta. However, the pile of meta monsters has pretty much QUINTUPLED since then, to where it makes a lot less sense for a group of 4 monsters that aren’t even the strongest in stats, rank or rarity, to be a major cornerstone. Which is why I think there should be more ways to counter stun overall.

First Leogeist did the job a little too well, and honestly stun would’ve gone totally defunct if the Chrono killers didn’t show up. Nowadays, Leo’s 15 seconds of fame are LONG gone, now he really can’t do much for the meta at all since he has to cower behind a tank at all times to avoid being instagibbed with zero warning.

Now we have Tygoron, and this is a good albeit flawed start. He now basically gets to maul anything with stun revenge totally scot free, except the problem is he may get the rest of his team zapped in the process. He’s built to punish enemies that rely on stun, but he is not built to actually prevent their effects from impacting his team. You STILL have to have an absorber handy while you’re gutting that Ziberius or Azrazel, otherwise Tyg will end up facing the whole enemy team all by himself. Besides, being vulnerable to Chrono killer is NOT helping his case.

We need just one or two more mechanics that are capable of shutting stun down altogether, and can do it without having a massive catch. Everything that’s available right now either leaves you in a 3v4 and exposes you to timestrike and assassinate, or can be effortlessly eliminated by a stray Chromera or Searguard like it was never there. I’m envisioning 2 ideas that could work quite nicely:

  • Stun Void, which basically cancels the stun entirely. No absorbing, no turns granted, it just vanishes. Nothing fancy, doesn’t try to capitalize on it at a cost, just a nice and simple hard counter.

  • Stun Guard, which functions exactly like a shield, but protects from stun rather than damage. It’s up to the dev’s discretion how to apply it in a moveset, but it could totally get the job done.

SE protector are still important. If you look at the top player in pvp. They all use at least two protector sometimes 3. Typhoon can only change meta if it wasn’t chrome food. Stun not a problem, people just wanna use all sweeper without any punishment. Stun keep the game balanced

Stun is an easy win. Abused with motor/tinker and leaves absorbers in a position of no return without TT. The reason i quit pvp and semi-quit neo as a whole.

No need to argue after new update.

Yeah, stun got a large whack.

So did death revenge etc plus a few other combos this year will be a new meta for real this time