So I have been using my pve stunlock team this ranked and I can say stunlock is still so fricking broken. I have always said that, but now when using it myself for fun I’ve sorta got more thoughts about it. Stunlock has always been a problem but never has been nerfed to an acceptable level. This discourages creativity, when you know that you either run the same 30-40 stun immunes that you always have ran or build something for fun but then get stunned, even with tons of stun protection. It’s very discouraging to run any monster without stun immune, and it’s not fun to always be forced to protect yourself so hard for such vicious strategy. There is no other counter to stunlock other than stun immune; trying to add monsters like houdinoid don’t help a lot.
Just to put things into perspective, the team I use now only requires 2 stunable monsters and it can wreak havoc, that leaves me 8 slots to deal with the enemy’s first 5-6 usually, and most of the time it’s free stunlock, no need to even try to do anything. It’s just so broken that some people never even have 1 turn and this all boils down to the one thing that enables it all: stunlock. With confidence, I can say that if stun was not so oppressive some things would not be so problematic. But saying that, I also want to add a few stuff that greatly makes stun better.
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First thing I’m going to add is stunable tokens. The reason you only need 2 stunable monsters to succeed in stun is because leira and ldiefaeth, they make it so so so much easier. But I know stun is the bigger problem. Motor used to be this broken before shells got broken heart (and most tokens to that matter [1]). Going on…
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Backbite, backstab, etc… (all moves that can kill allies). Yes they can help you to kill stunned monsters too, but these moves pave the way to stunlock, and there’s so many of them out there now too. This allows for the use of aggressive roaring entrance chrono killers just for them to be removed by ally killing moves the moment they’re useless. I would suggest these moves get some restriction, for example the owner of the move can’t kill itself, and the move can’t be used back to back. The worst ones are the ones with no use limit, these can be abused to hell.
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Bastia. Yeah I said houdinoid doesn’t help a lot, but when you get stunned into bastia there’s nothing that can help you. I don’t think bastia should cancel all entrances.
The points I added above are not entirely problematic things in the game. I think most of it can stay the same if the enabler gets a nerf. For example token monsters [1], they are great disruption units. If stun wasn’t so oppressive I believe tokens would never have got broken heart. Backbite is a bit of a grey area, but at the end of the day it allows you to kill dead weight to setup a better lineup after stunlocking. Bastia is just… bastia, no need to add more to that.
One solution I have always thought is if a monster get stunned certain amount they gain stun tolerance. Let’s say there’s a limit of 150TU, if a monster get stunned for this amount they gain stun immunity for the time they are in game, and this is a general passive on every monster except for stun absorbers. And don’t get me wrong here, I don’t mean that if you are at 140TU and celeshine does short stun the monster gains stun immune, but the total amount of stun received. So in this example celeshine can do short stun 10 times before the monster gets immunity, no matter if they are at 200tu or 1000tu from before.
Stunlock really needs a check, because stun is only a problem when you put 4-5 stunners in a row to put enemy to 500tu. With stun tolerance added I don’t really see it being broken. Monsters like gloreonix can still enter twice before tolerance would be set on, but you can always kill the monsters that have stun tolerance if you want to stun more.
That being said, having 2 stunable monsters in your 14/16 stun immune team just to be stunned and have the remainder of your team not do anything, them setting up to their 4 last monsters, killing 1 by 1, leaving 3 or 4 stunned always, and not get a single turn after the stun. This kills the fun in the game. I feel sorry for everyone I did manage to loot… while not even using an optimised pvp team, but rather my pve team…