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[Gameplay] Stunlocking

[Gameplay] Stunlocking

So we have confirmation that stuns will get reworked in the next patch.  You know this is a good thing if you have ever played against a team takes turns stunning you until you are dead. 

At the same time, stun chaining or locking represents the most obvious tactical teamwork in the game right now, so it would be nice if instead of nerfing stuns to oblivion the devs could alter them to have different but complimentary effects.

The main stunlocks right now come from some combo of TB, Erebus, and Rook.  So if we alter each of their stuns to do something the others don't do we get interesting synergies beyond "stun opponent helpless until dead." 

Rook needs to be able to close distance on his faster opponents, but he could do that effectively with a interrupt/massive slow effect.

Erebus and TB both need crowd control, but I'd like to see Erebus's affect Demigods more as a straight knockdown/interrupt.  It's fine against grunts as is.   

Torchbearer's Frost Nova could root demis but not silence them.  

So now if TB novas a Regulus the Reg has a chance to warp or port out, unless Erebus is there with his interrupt or Rook is there with his knockdown.  In that case Reg loses his port and some time but he has *some* options - he can get up and pew pew or restart the cast.      

These are rough rough ideas but they point to current tendencies for stun to do *everything* (stun, silence, root, and stack too).  As soon as you seperate out effects you get more interesting possibilities of play, and those characters that don't have strong stun effects (like Regulus) don't have to run as soon as two opponents reach level 5. 

 

17,629 views 34 replies
Reply #26 Top

Quoting Flurus, reply 25
It is the Rook fault!

Nail in the coffin. 

Rook is the anchor for each of the spike combos, bringing both the giant stun and the giant damage.  Erebus' stun is only 1.5 seconds, shouldn't really effect a DG all that much, but it's just long enough to prevent you from dodging the boulder.  It's a different sequence with TB, but instacast slow + boulder + frost nova has same effect. 

No one complains when facing two TBs or two Erebus' :thumbsup:

Reply #28 Top

Rook need a stun to get close to his ennemy or he will never be able to have a hit with his hammer on good players.

Reply #29 Top

Quoting Wagnard, reply 3
Rook need a stun to get close to his ennemy or he will never be able to have a hit with his hammer on good players.

Agreed.  I'm not calling to nerf Rook, I'm just saying that he is the anchor of these combos.  If we diversify stun effects a bit then there won't be an issue. 

Reply #30 Top

so I'm gonna necro this thread - mostly to point out that stunlocking has been a problem in every build that has the right DGs in it.  I know that we weren't in the "balance" Beta when this was posted but the writing has been on the wall for a long time....

Let's hope value tweaks can fix stuns...

Reply #31 Top

The point is...as all demigods have a stun/slow build they all should go for it if they want to win in the metagame. In DOTA you picked heroes that could or could not have them...you had no choice: hero with or withouth stun. Here stuns are a must.

Reply #32 Top

What about the introduction of some anti-stun items to help fight stun?

Examples:

Armor +x armor, +Y armor while stunned (fairly large number)

Consumable: Remove all negative effects from target ally, target ally is immune to stun, snare, ect. for X seconds

Trinket: +X health, healed for Y health every time you are stunned

Artifact: Instant activation (can be used while stunned), breaks stun, if you were stunned a PBAoE pulse puts all enemy demigod skills on recharge for X seconds

Stuff that is really cost efficient counters to stun teams, but not so much if they only have 1 stunner.

Another option could be having each stun carry a damage value.  So if the target takes more than X damage while stunned, the stun breaks.

A mechanic could be introduced making demigods under X% health immune to stun (and it immediately breaks the current stun.)

 

Reply #33 Top

What about diminishing returns for stuns? As in if a player has been recently stunned their next stun effect duration is lessened.

Reply #34 Top

Stunlocking is one of the biggest issues in any game that has stuns and the onl game i have seen effectivley overcome this so the game is enjoyable for everyone is warhammer online, they simply have quite long stuns 7-8seconds but when you come out of it you cannot be stunned again for another 20 seconds.

At the moment in a 3v3 of say team1: rook, TB, and team 2: erebus vs regulus, UB and Oak

team 1 can walk in and aoe stun all 3 demigods then target 1 with hammer/shatter/bite and  further stun/s now unless they haver uber items hes is definatley dead and you have lost maybe half mana. With such short CDs yoyu can almost certainley repeat this within another 5-10 seconds if that and lets be honest UB and oak arent even gonna kill one of you in that time, as to the oak shielding thing he cant do it as he is stunned and it only works on one person.

How do you counter that? micro wont work as its aoe and a very fast cast time, you could try creep control but with team 1 playing well they will take over the flags when your dead and use capture locks when forced to back off or leave a flag.

My soloution of choice is to have it so that you cant keep someone stunned or the other option is to increase stun CD's to 30-45 seconds so that whilst one demigod will go down fast you have a gap untuill you are at full power again...