Try to limit the amount of braindead and anti-fun CC that is stuns. There are better alternatives.

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Post by Azherae on 2021-07-20 20:45:20

Just to add another option to the 'no stuns' side:

An enemy doing a big attack that could wipe your group isn't even best countered by a Stun in this type of game (where the option is also available in PvP). The best counter design wise is an 'Addle' or something that drastically reduces the damage of the enemy's next attack, and you just put that on a 'CC cooldown' the same way you'd have had to do for the stun.

This way, bosses like the Poison Dragon and Ice Dragon still get to use their own CCs and utility abilities and poisons, without the group having to worry about insta-wipe due to high damage, yet PvP doesn't need a stun. The ability in question is even still useful in PvP if it applies to everything because you can use it to stop big spells and channeled abilities in the same way.

I won't say there's always better options, but 99% of the time there's better options.

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Post by Azherae on 2021-07-20 21:33:58

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Yeah but depending on your game, this is just 'what actually happens' and the players are given more tools, skills, or agency to avoid it.

To use another FFXI example, Spike Flail (only need to follow the link if you doubt my explanation).

It's literally 'if you pull hate from behind the dragon it immediately does an attack that will probably kill nearly everyone behind it'.

Or from the Monster Hunter side, 'thermonuclear warfare breath weapon' is so relatively common that you just get used to 'making sure it either doesn't do it, or that you are well out of range/hiding behind something when it does'.

So I wouldn't say that the 'only' possible advantage is that they don't fight like humans. It's that the players don't fight quite like humans either (in that we can do massive healing spells, resist 50% of fire damage, or just 'not die when a 40 ton Wyrm swings its claw at your head, due to incredible armor')

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