Post by JustVine on 2021-08-10 00:30:59
Stun (hard cc) is a binary situation. If it hits, then you get tremendous advantage. If it misses, you fight as you would if you didn't have it. In a team game? Stun equals delete with minimal team work. Free damage in a quick time to kill game like ashes? No amount of balancing can make 'not having a skill other than the hard cc' a trade off in a 'team' 'balanced' game with short time to kill game like ashes.
Noaani's 'solution' of 'get better gear/builds' won't get you to 100%. And if you can get to 100% then it is 'mandatory' to build because hard cc is just that strong.
Gear reducing stun chance or length is just a bandaid solution that quickly becomes mandatory in most games with hard cc (or worse, pure attack gear so you can burst before the stun happens.) Rng on stun is also a bandaid. If the stun had more prerequisites such as team skill combinations, or was simply not hard cc, there would be real adaptations to consider. But otherwise? Stale boring meta and gameplay.
Noaani's 'solution' of 'get better gear/builds' won't get you to 100%. And if you can get to 100% then it is 'mandatory' to build because hard cc is just that strong.
Gear reducing stun chance or length is just a bandaid solution that quickly becomes mandatory in most games with hard cc (or worse, pure attack gear so you can burst before the stun happens.) Rng on stun is also a bandaid. If the stun had more prerequisites such as team skill combinations, or was simply not hard cc, there would be real adaptations to consider. But otherwise? Stale boring meta and gameplay.