Predict the next batch of ''Nerfs'' in 1.1
" Not really. That would suck for permastun builds. |
![]() |
I thought we are not allowed to say "nerf"?
|
![]() |
" That is indeed a very good suggestion to tackle one of the main issue's with stun (desync) and to give people that go for US just to combat desync and not really for the stun immunity and alternate choice. btw antnee you know hyperbole is just used to serve a purpose :). Most people are aware when they use it, but it still serves a purpose. ps: how is your unique coming along? I am really curious and sad i can no longer help you with my "out of le box" idea's :p. Freedom is not worth having if it does not include the freedom to make mistakes
| |
" Dice with 1000 sides where only one gives a positive result, though! We don't have a 1/6 chance of squat. And I feel that CoC will get a nerf. Because obviously, I've just begun a build with it. Last edited by Lord_Kamster#4909 on Feb 6, 2014, 11:30:35 AM
|
![]() |
" How do you figure that kasub? It would still disable attacks from that enemy in any form, and most likely the AI will not run away, just stand there looking at your character for the new "stun" to wear off and hit you again. It's quite a good solution to help desync while keeping the stun functionality in the game. Freedom is not worth having if it does not include the freedom to make mistakes
| |
" Enemies moving would mean your hit might miss. That might not seem like a big deal but permastun builds rely on bosses never being able to counter them after being stunned. ie: Dominus could do the touch of god suddenly after getting slightly out of hit range. |
![]() |
HOLY SHIT
Looking at this thread it seems people only want to use (SPAM) ONE skill with the 1337e5t5 DPS while making themselves flimsy as paper, even with 20k armor 6k hp as all mobs will just one shot so people can think this game is fucking challenging. "Nope, it is GGG's game/they choose to let you play/can at any moment prohibit you from playing" ~ Mazul
"GGG definitely has the power to 'tell' me how to play it. In the end, the only real choice I, you, we have is, is whether we play or not at all." ~ CharanJaydemyr |
![]() |
" That depends on the AI they implement during/and if they implement such a stun mechanic. Did you not read my post fully i explained how this would not change anything if given the proper AI. Freedom is not worth having if it does not include the freedom to make mistakes
| |
" AI really has nothing to do with it. If the stunned mob moves backward for example you might have to walk a few steps to stun them again. Depending on the amount of stun duration/IAS you have that might prove deadly. If the monster never stops moving then you will constantly be walking in some direction which greatly hinders stunning. You already need high stun duration/IAS to be able to reliably stun a nonmoving target(with 120%ish reduced stun threshold of course). Last edited by kasub#2910 on Feb 6, 2014, 11:45:47 AM
|
![]() |
I was under the impression heavy strike knockbacks a mob even if it stunned?
Which from time to time causes a sync issue already? Edit : if this is really an issue btw, then divide player stun and creep stun in 2 separate mechanics. creep based = as it is know player based = like that guy suggested to alleviate desync and not force people to go US just to be "desync proof" rather then be "stun imune" Freedom is not worth having if it does not include the freedom to make mistakes Last edited by Boem#2861 on Feb 6, 2014, 11:49:04 AM
|