The stun problem

I pity the community too :wink:

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Building off the idea of stun reversal, I would say we should make it a ‘on death’ passive on a higher speed unit that also has rescuing GT/dual rescuing GT. Can’t be ignored either way, either it saves you from specifically stunlock, or does nothing if you aren’t stunned, can’t be stopped by Bastia, and if you give it unmovable/ stun immunity as well, it would be very hard to stop from making an impact against specifically stunlock teams while not being completely broken, meaning the rest of the moveset can be a solid moveset for pvp

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So this is it, the UC team i used in ranked. It not only took no effort to stun, not only finished top 10, but actually had potential to reach top 1 since ducky played so bad this time (cmon bro). I did recount that there were at least 5 battles which I should’ve won but made terrible mistakes; it’s a very unusual team for me and I’m was still figuring the feel for it in pvp. And the fact I didn’t play all tickets. From my calculations based on these numbers I could’ve reached 76k points.

I might not play it in pvp again, but it would help keep the feel for when uc is around. I just hope in can try it one more time in uc before stun nerf lmao. But at the end, I can assure you everyone I did stun lock did not have a good game experience, it felt so illegal to do this and I must repent for my sins now for trying such atrocity. Good riddance

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How about stun absorber?

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I would ask the same :ok_hand:

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I had a brain fart, ignore that bit. The point stands for the setup monsters, but not Bastia because it comes afterwards, you’re correct.

Dude why do you always have to think the worst? I was making some clear points to add to their list of ideas (if they think they’re worthwhile), since most of the thread they’ll have to piece together what exactly people are suggesting. It’s always best to make feedback/suggestions clear! I don’t care at all about getting the last word :rofl:

Read the bottom of that same post

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So this is stun absorbers specifically and not stun martyr, bulbie and all those that die to only larger stun?

That was to everyone. Not just to you. Calm down. Don’t always think the worst :joy:

I think the strategy of stun is one of diversity. However, it is also true that it is not difficult to perform a stunlock these days.

The stun value has been reduced so far, but I think it’s still too large.

Stunlock basically fills the opponent’s field with monsters that can stun before the stun monster. Even if you need a few monsters to prepare for this, the value of stun bombs etc. is high, so you can easily defeat your opponent with the remaining few monsters.

As you can see from Deathgazer’s Fast Forward Entrance, even with a 50th reduction it is quite powerful. Of course, it is not possible to make a simple comparison, but I think that many Stan’s numbers are too high.

I’m looking forward to seeing what changes the developers will make!

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Me too :partying_face:

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So you agree that any entrance effect would not be suitable to solve the problem unless it can’t be canceld by Bastia :slight_smile: ?

Yeah I guess that probably wasn’t elaborated on clearly. Stun martyr monsters would still die. Hence, stun absorbers would make the match a 4v3 by sticking around but continuing to protect the team from stun and stun martyrs would die so it’s a 4v4 but they let you dodge that 1-2 big stun(s).

So in practice they’d still work like they currently do, but the classic stun absorbers would ultimately get their turn back rather than potentially being pushed further and further by any extra stuns. This would make something like Utopion with its 400s megabomb make a bit more sense too.

I didn’t go back and read the posts asking for a buff to Arachnodrake and a nerf to defence buff lol okay I see why you posted it :joy: I think I completely ignored those posts when reading the thread yesterday, didn’t commit them to memory. I thought I was the only one who posted opinions right after VKC posted, sorry. In all seriousness though I wasn’t going for the last word or anything like that, just trying to help contribute and say something which I hadn’t said clearly before then.

No, that’s the bit I was contesting. I think fixating on Bastia being a counter to everything is a bit too much. Not everyone owns and runs it in their setup. It’s like saying that something won’t work because you can use knockback next on it, or how this looting charge setup doesn’t even let any monster enter. With that argument you could make any suggestion sound like it wouldn’t work.

However, it’s very true that if the one big counter to stun lock is on an entrance then it will encourage everyone to run Bastia in their setup. I think Aero solved the issue by suggesting the effect (give turn to every teammate that’s been stunned and not yet got their next turn) be put on a revenge passive as well. If we had a mixture of the two then that would mean stunlock setups would have to be prepared for both. Ironically, Bastia can knockback to avoid a revenge so the stronger versions with this revenge should probably have unmovable / gravity field.

In the past I was unsure about a mechanic change, but I now think ultimately it’s what we need because otherwise there will always be some kind of loophole to get around the counters that exist. So I don’t expect this “stun reversal” move/revenge to be the idea that fixes everything, it’s just something that should probably exist in the game to undo stun like we have things like lava entrance for undoing sleep.

It’s sad that you’re so heavily biased when it comes to touching monsters you own.

Oops, my bad . I am missing some important detail :sweat_smile:. Thx for reminding me

Would be interesting if they released a water rockoid variant: ochioid, just one (or two eyeballs) with shoes/feet, with passive that gives turn to monsters that were put to 200+ without them doing aoe and another passive: all eyes on me: this monster cannot be bypassed :joy:

Guys, I dont think this is enough. As you can see from Ace’s setup team. He’s main setup strat is to chain stunning within 80-160tu while eating up.
Clearly this is not normal stunlock team, this is optimized ChimpLooting team, which is a guarantee win if the setup is succeed.

The dev should add separate ‘Stunned’ variable to fix this or just straight up fix Looting Charge.

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But it does remove possibility to stun lock indefinitely. After a certain amount they would gain stun immunity and cant be stunned until getting turn again

Idk, is it possible to carefully chainstun to below 250tu, until the Chimp setup enter the field?

With my suggestion it would be stun immunity after receiving 150tu stun in total. So if you use 2 shockers you would still stun 200 tu, but after that they have stun tolerance. Similar with stun chain with voidress, after 2 backstabs there will not be a possibility to stun them a third time because they would have stun immunity.

Saying that, I don’t think chimunka is a great monster overall. It’s the stun that allowed her to be S++ tier in this setup, and only in this setup (or some rocklock stuff, much harder to pull off). Doomgoo is acceptable imo too, it’s just the stunlock that makes them unbearable to deal with.

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