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And the point is that the exact frustration is not the part one is trying to remove. The lack of agency is the part requested to be removed. Which is why no one on the Anti-Stun side seems to grasp the related arguments. I like to be able to play more, I like if my opponent can play more as long as it continues to reward my skill. Why should my opponent get to play less (not
do
less, that's obviously fine) if it isn't
necessary
?
Sleep - Wake as soon as hit once, probably the closest to Stun, but in many games has cast time that you can interrupt, moreso than a stun does. Is 'stun with a 3s cast time' acceptable? If so, that should be the new position. "Make the cast time for Stuns 2-3s with an obvious tell, player can move targeting reticle until the end". Is this the acceptable compromise?
Knockdown - Prevents offensive abilities, player can still use defensive ones, even use Dodge if cooldown permits.
Paralyze - Most implementations suck. Could use 'mobile skills become immobile', 'cooldowns lengthened', all sorts of things. Opponent still plays.
Blind - Hides ground target reticles for the blinded player (or maybe all reticle), reduce reticle stickiness if that's a thing, flat reduction in Accuracy if Tab Target.
Root - Prevents movement abilities, player can still use offensive and defensive ones
Slow - Lessens non-ability movement, player can still use abilities.
Silence - Probably just weird in Ashes, would it stop Tank abilities and Mage abilities both? What happens to Summoners?
Knockback/Draw In - Prevents movement for a moment and causes disorientation by reposition, no need to prevent abilities, offensive ones are already more likely to miss
If the whole argument is 'stuns themselves are tradition and fine and must be in the game' and Intrepid for some reason decides 'let's not bother innovating like we are trying to do everywhere else, tradition is good', then the request should be 'please give Stun a long cast time and a big tell so that when we get hit by it, we know that the player using it was very skilled'.
Sounds like both sides will be okay with that, since that balances them nicely while keeping with tradition.
And in a shoutout to the other thread, notice how none of those require any RNG? Resistances can be flat 'duration reduction', and they can all be projectile skillshots, close range melee, and ground target.