mob life changes DESTROYED stun as a mechanic

so.. youve bumped up mobs life? cool. cheap and lazy but cool i guess (you could have gave mobs AR, EV, dodge, block, overcapped resists.. but you went with simple *1.45 multiplier.. ok, cool)

you know that there is this 'stun' thing in the game? it is already garbage thanks to 'stun immunity' but it is still here

you know what happened to last vestiges of 'stun empire'? it crumbled.

i managed to get to ~lvl40 with Boneshatter (HORRID leveling process with heavy strike, seriously - HORRID. new players who stuck with heavy strike ALREADY LEFT).

i have a twink gear, play maces - aka stun heave. result? during Malachai fight ive stunned him ONCE.

with this:


+ this tree:


if this is the result for someone going all in with stun, you can just as well REMOVE stun as a mechanic from the game. it is worthless.

people willing to test this: warlords mark gives you rage when you stun. cast it on bosses, youll see

ps. Sin/Innocence == ZERO stuns for the entire fight. it is so bad that i just hope it is a bug
Last edited by sidtherat#1310 on Jul 24, 2021, 4:38:57 AM
Last bumped on Aug 5, 2021, 3:01:24 PM
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i see that noone cares, but ill continue


for real, there is something VERY wrong with stun thresholds on big bosses in campaign


now i have this tree:


this tree takes ALL but two stun related nodes. almost every single one. the damage is there, i can reliably kill anything, stun works on small mobs

but act bosses? big uniques like moon/sun champions? nope. not a single stun (warlords mark reliably tracks stuns via rage generation)

i use Hrimnor's Dirge 6linked boneshatter with ECoMS.. this setup used to reliably stun map bosses ffs.


there is something REALLY wrong here, will post a bug report in spare time
Not that we don't care, but... ok, maybe we really don't, stun was never a truly solid mechanic, it kept going zigzag from borderline exploit to useless. Considering it would need a bit of tweaking and it isn't a pet mechanic of someone in the hq, I don't think anyone really expected it to work in this patch.

Honestly, I don't think it will get its return to the glory days, when it works reliably on bosses it's way too dangerous. My cards say they will either leave it like this and forget about it or add some kind of daze mechanic or something that would work reliably on bosses but only slow it down for a bit.
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Last edited by raics#7540 on Jul 24, 2021, 11:15:50 AM
guys, i know that. i know how stun works and why it sucks - ive made plenty of posts explaining why it is a borderline useless mechanic when it works


right now stun DOESNT work. i bet as a result of mob life changes. stun in 3.14 did just fine. it was a weak mechanic thanks to immunities but you could no problem stun bosses (excluding unwavering ones ofc) reliably, from time to time (big with Warlord's Mark)

this patch? there is something REALLY wrong with how stuns perform. and i mean REALLY wrong. like if stun threshold got 10 times bigger or something.
Stun hasen't been viable for ageis, why care about the dead. After 3x monster hp increase, altogether with threshold of some bosses.

Now it's just even better - no one will give a fuck about this mechanic, hence less chance to accidentally slip and fuck himself all over working around it.
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Last edited by torturo#7228 on Jul 24, 2021, 11:52:39 AM
Sure, I know that you know, and I know that you know that we know you know. But yeah, considering that the act boss life probably got quadrupled and our damage went down some, I can see stun not working anymore if they forgot to adjust the threshold for stun too, like they did for elemental ailments. And they probably did forget.
Wish the armchair developers would go back to developing armchairs.

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"
Severance2hBlade wrote:
"
sidtherat wrote:
this patch? there is something REALLY wrong with how stuns perform. and i mean REALLY wrong. like if stun threshold got 10 times bigger or something.


In that case, if i had to guess i would assume the total stun threshold you have, from all sources, is not enough to produce a reliably high stun chance, taking into account specific boss HP pool (& the recent big effective damage nerf wordwide)

I can't really think of anything else.




once again.. my tree and weapon nets me 45% stun threshold reduction/145% stun duration and i deal 35k pure phys per hit. this is enough for yellow map bosses.. like seriously, ive done that before

and somehow it is not enough to reliably stun Doedre in act7 cesspool

WTF?

nope, it doesnt work this way this time:/


the damage dealt is very similar to previous patches, maybe 20% more hp if not less.

something is very, very wrong with stun threshold..

right now ill level up when i have more time, pick tidebreaker and do some 'destructive testing'.
"
sidtherat wrote:
guys, i know that. i know how stun works and why it sucks - ive made plenty of posts explaining why it is a borderline useless mechanic when it works


right now stun DOESNT work. i bet as a result of mob life changes. stun in 3.14 did just fine. it was a weak mechanic thanks to immunities but you could no problem stun bosses (excluding unwavering ones ofc) reliably, from time to time (big with Warlord's Mark)

this patch? there is something REALLY wrong with how stuns perform. and i mean REALLY wrong. like if stun threshold got 10 times bigger or something.


Far as I remember, only act 1 mobs got a health buff. Malachai wouldn't have been affected. Not yet anyway, seeing as how GGG wants to buff later acts in the future.
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"
Pizzarugi wrote:
Far as I remember, only act 1 mobs got a health buff. Malachai wouldn't have been affected. Not yet anyway, seeing as how GGG wants to buff later acts in the future.

Act1 mobs got redistributed and got new skills, but it seems that all mobs got a life boost. That oversoul sure was tankier than before.
Wish the armchair developers would go back to developing armchairs.

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Last edited by raics#7540 on Jul 24, 2021, 3:35:50 PM

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