Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It's a shooter MOBA though, and denying a player any chance to counter play against taking damage with a hit scan ability is outright stupidity in game design
Many stun abilities prevent the useage of items and abilities, and the useful ones become available only way after the enemy has access to stuns. And the enemies also play in teams - a stun or pull ability is enough for two people to basically execute an enemy without much resistance.
"If you time it correctly" is the thing - mind reading isn't an available ability unfortunately. The stun abilities are instant hit scan (as far as I saw ingame)
This is an issue of having to learn game mechanics/game sense. Why are you in the position of being possibly stun-locked by your enemy in the first place. You said: "...mind reading isn't an available ability unfortunately". No, what you need is not mind reading; you need game sense/game mechanics.
That's the thing: most of the time everyone focuses on abilities having to have some counterplay like it's Overwatch, this is a MOBA first game. It being a MOBA and having displacement/stuns is integral to how the game works, it's not a hero shooter where one stun equates to you dying unless you didn't properly build counter-items/counterplay for the enemy team.
Most stuns in the game are already under 2, if not maximum 3, seconds. It's your inability to play it as a MOBA that makes you think stuns are godtier. Majority of every MOBA suffers from "stuns are so bad pls nerf" posts because someone can't explicitly understand that their positioning matters and knowing what the enemy has for items and ability cd timings.
Edit: never mind, checked their tracklock stats. only 1 game in their entirety and here they are complaining in discussion about stuns as if they have played more than 5 matches to justify their opinion.
P.S.: it's a Saturday night and I'm terribly bored
So question: How many third person shooter MOBA games are out there? I admit it's the first moba game I play because it's the first one with shooter elements.
And yeah positiong... at the damn frontline because on a solo line the enemy has free way to push and on a double my teammate would get overrun fast. Taking out camps takes too long in the beginning to be feaseable. And aside from the snipers the gun range isn't that great either, so pretty much in range of my own gun / abilities.
Behind cover and at positions that make tactical sense for a shooter though
That the stun abilities also have basically zero wind up time and no animation before direct execution pretty much leaves it to guess work for countering them.
Oh, and yes I played 12 matches on this profile- played a lot more on the steam account of the buddy I hang around alot.
And it's not like I can't use stuns for my advantage either - stunning an enemy makes them easy prey for me too. (Would be stupid to not try it myself)
Abrams' Shoulder Charge
Abrams' Seismic Impact
Dynamo's Singularity
Grey Talon's Guided Owl
Infernus' Concussive Combustion
Ivy's Stone Form
Lash's Death Slam
McGinnis' Spectral Wall (Tier 3)
Mo & Krill's Combo
Seven's Static Charge
Viscous' Goo Ball
Wraith's Telekinesis
Most of these are telegraphed prior to striking one way or another, so knowing which one has been troubling you would narrow down your strategy facing them the next match.
There are some exceptions like Mo & Krill's Combo, but they can only cash in on it from being sneaky and getting in close on short notice, without the use of active items anyway.
Same with Dynamo, which can also catch you off guard much the same way, but usually shouldn't provided you have eyes on them and know where they are.
I thank you for being genuine and thoughtful in your replies