The stun problem

That seems like a good more permanent fix. I think immunity for rest of the time they’re on the battlefield is a bit too much though… that really significantly weakens stun. I reckon immunity until they next get a turn is probably better balanced.

How would it work with stun absorbers? I’m thinking the absorber would take the stun and then none of the team can be stunned until the absorber is dead/removed or gets another turn (depending on how exactly the immunity is there).

Ah my bad. Tbh I think Bastia should just be changed to only prevent

Stun
Sleep
Poison
Disruptive Tokens

Not preventing Rocks, roaring entrance etc.

That way we could just use rescuing give turn all for anything that’s been stunned beyond 200 TU and there’s pretty much no way a stun locker can get past it. Assuming Bastia is the main reason a lot of recovery ideas won’t work.

That way the anti stun lock measure does not effect someone who’s used a normal 80 TU stun etc.

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Also in main post, would not work on stun absorbers and any form of stun absorbers. Same as stun guard on ankara

The idea I’m ultimately in favour of is not to have monsters stunnable beyond 200 TU .

With all due respect i think that’s too low !

Agree with you we are locked in making team thats we always have to fear about heavy stun(along with other spams but still they can be countered more efficiently then stun).
Although stun was nerfed but it’s still a problem
THIS IS MY POV

How would all the stun martyr, fuse explosion, and stun rebirth/die after 400tu passives work then? Is it just 200 tu at that point they’d trigger and not 400? Seems a bit low for some OP effects we can trigger with zeus’s SS easily

If we are on board on something,
how about Mod or something create a vote post about the solution of the problem, give #communityVote and then mention @ the devs.

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Sorry, forgot that. I had 80 posts to read through when I came to this thread so some of the details were quickly forgotten!

Stun absorbers will definitely become a lot weaker with this change, because they’re less worthwhile. I guess that’s not a bad thing though, since the goal is to make other monsters see more play

I have good idea. Let’s just tweak this passive.
Lava entrance: deals minor damage and gives turn to all the monsters who are stunned for more than 300 sec.Also it’s not crono passive.
If like the idea better send gems in my account.

I don’t think too much, they will still provide the protection from a massive turnover which stun usually does

250 works. Or whatever devs decide is best. There should be a cap.

It’s fine to bring up experience if that is the most relevant factor in backing up a claim. I’ll give a few examples.

“Stun is only a problem for those who don’t know how to deal with it”

Experience means a player has spent years dealing with stun and knows exactly how much their teambuilding options have been restricted over the years. Even I feel restricted from trying out different frontlines, midgames, combos, etc. because they’d just get stunned and that’s no fun. Right now I own pretty much all the good stun prot mons except for hadeshoof and yet I still couldn’t run the midgame I wanted to because of stun restrictions and the actual restriction list.

“Stun lets weaker players stand a chance against mythic spammers”

This statement is true, but the vast majority of top players who are successful running stun do not use it in excess. Kingstun ran just one mythic in his team when he got top 1 at 80k rating and used 1-3 stunners/tranquilizers to maintain control throughout the game. Crismond is one of the current top f2p (at least I’m pretty sure he’s f2p) players and he only uses some tranquilizers as well. And then there’s also every single endgame I’ve ever made, which all rely on a single stunning entrance to take back control right at the end. I could go on and on, but that’s not the point. The point is that stun locks need to be nerfed because even though they’re a lower tier strat in my view, they restrict our teambuilding options so much more.

I’ll also add that it isn’t particularly difficult to reach a top 10 or top 20 spot using a full stun lock team like what @Unown is doing right now. He’s literally using his exact team for ultimate challenge except he added geoceron in the frontline, which is better for both gamemodes anyway.

Cesar talking about all the ways to counter stun as if we haven’t already been doing that for years completely misses how that either stops us from running different teams that are weaker to stun or means we instantly lose against sentient stun lock users. That last part should be corroborated by unown’s current ranking in the top 10 and a few other stun users in the past who got up to 5th place running stun as their sole win condition.

Honestly, after typing this out it’s pretty clear to me that a lot of these issues are just cesar making a bunch of easily debunked claims that I’m not sure would improve even if he had more experience. It’s a good thing @ItsSherlock’s initial post didn’t focus entirely on cesar’s lack of experience but also the gaping holes in his logic.

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I have always been a fan of this approach because ultimately people end up arguing with people who have no effect on the matter and it allows players to agree to disagree, stake their claim and move on (those who are capable of that).

It’s clearly an issue. Ultimately it comes down to these points

  • Everyone wants more creativity and freedom when team building without the reliance of stun immunes. Players know how to counter stun, it’s just boring and kills the game.

  • No one minds the odd 80 TU stun entrance, Stun Lock is the issue

  • This issue has been around for years

As the vast majority agree it’s an issue, we need @Dev_VKC @Dev_BRD to be aware of this and act in the way they feel best.

My personal opinion is that it should be harder to pull off and easier to recover 3 to 4 monsters from, just like purify does for sleep.

Let’s just start by reducing Dualdragon stun to what Malwing and Sobe now are and make it unmovable so you can’t just keep going for the old 80tu + sleep entrance with a quick ally substitute.

Also that tranq entrance is still one of the most powerfull ones since the sleep usually hits the closest enemy which often is the stun counter that was supposed to counter that incoming stun and now got slept for 300tu.

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That’s missing the whole point of this thread tho :sob:

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Not really, they nerfed 2 legends, while keeping the low cost SE at its old form. If they really want to change the stun situation, they need to start being consistent with the changes.

Start your own thread about that, this is stunlock specifically :crazy_face:

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What should be the options of such a poll?

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@ItsSherlock Probably Something along these lines:

Stun LOCK teams stand accused of limiting team building options and creativity due to the necessity of relying heavily on stun immunes and/ or too much emphasis placed on stun protection.

For clarity, this is referring to teams who stun beyond 250 secs, often into 400 and beyond, not a simple stun monster used alone.

Q1. Do you agree that stun lock teams remain a problem?

  • Yes

  • No

Q2. What should be done?

  • Preventative measures (for example adding some form of limitation)

  • Reactive measures (such as counters to recover, just as impactful as purify is for sleep).

  • Both

  • Neither

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