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
killing a high priority target and hereby denying its action is very valuable, ofc it is better than the stun of the hero.
but sometimes there are like 3 attacks, possibly stressful ones, coming your way on any given early turn and you have the option of a) damaging but not concievably killing an enemy before it attacks and b) stunning it, preventing an incoming attack this way.
Option b) is better in this case unless the speed distribution makes it plausible that another hero will take its turn before the enemy in question takes his, thus being able to finish the job and finishing the killl with a two punch combo.
Valid point, wounded but still (un)living enemies hitting you does happen a lot more without stun. I suspect my love for damage dealing classes with high speed is kind of hiding that point, allowing me the one two punch combo you mentioned enough times to think stunning is less effective.
You just explained it... Personally I prefer to leave their tanky, slow front line for last and stacking DoT, getting the last turn of a fight to do all that extra healing you mentioned as the enemy is waiting to die.
Also, according to other forum posts speed buffs do not change the order from the turn you used the buff, meaning buffing on turn one does nothing for the first turn itself. And if you are going to one shot them on turn one, what does stunning them accomplish?
@Serge Troy
Respect for your playstyle of going right through their frontline!
Kinda curious though, you mention dragging their back line to the front, is that not possible with most of your preffered compositions? Surely you could do that first, if you wanted to.
Not being able to kill them in one hit is what made me stop stunning, you could get that one hit from the person doing the stun, denying them their turns by killing them faster.
Sure, you could simplify the game to pure DPS monster slaying, but you'd be missing out on a whole world of utility that is offered by additional mechanics. I'd encourage you to not approach skills with the mindest of "how fast does this kill?" but rather the mindset of "how can I use this to micromanage the enemy formation?"
Think about the brigand pounder fight. Sure, you could dedicate 1 or 2 of your own turns to killing the matchman every round, but that's a lot less effective than simply stunning the matchman AND fusiler for up to 3 rounds in a row with a single plague doctor.
In this example, you solve the primary concern of the matchman while also minimizing damage from the fusiler and maximizing the amount of turns you could spend on the pounder itself.
I would never argue that a stun is always better than pure damage, as there are plenty of times where stunning can be unproductive. However, if you believe stunning is a completely useless mechanic then you're really dumbing down the game to your detriment.
But whatever floats your boat. I won't tell you how to enjoy your purchase.
I think we got kinda off on the wrong foot here, or I am now reading your intentions wrong (both entirely possible when communicating online). It was never my intention to come off as slamming stuns, I just wanted a friendly discussion on it and hear other people's thoughs on it. And you did explain it pretty good, it needs to be said.
Your example of the brigander was very nice, as I did spend many a turn killing the matchman making it a far longer fight then needs be. Handy knowledge for next time...
I now do realize my reasoning doesn't hold quite up when I am using buffs and absolutely adore DoT's. I would change my point to that I find the payoff sometimes lacking compared to other actions. And with Sir Francis' example it does explain why it looks that way when using high speed damage dealers, like I usually do.
As for dumbing down, well. A normative statement.
Thanks again for your explanation!
Glad I could make a decent case for stuns. As I said, they're by no means the bread and butter of the game, but they can be really useful when utilized correctly.
Funny little anecdote (because everything is about me):
My champion level brigand pounder fight was a nightmare. I used no stuns, Vestal-HWM-MAA-Crusader. I ultimately depended on my HWM's 35% crits to kill the matchman every round. Hardest clentching I've had in the game, couldn't use the toilet for a week.
I sometimes can, but not always. Pull's via the Occultist or various other classes ability to shuffle enemies just don't seem as routinely reliable (dodge, resistance, etc.), though I keep trying regardless, seeing as how knocking those stress dealers and critting bastidges on the backline remains a priority.
Additionally, stuns are common on more tanky builds. Houndmaster, Crusader, and Man At Arms have them, as well as the Vestal. You can trinket these guys out to not do damage, but to heal HP/Stress and protect the team. And that stun will go a lot farther to protecting your team than having them add their mediocre damage to the group.
But even with the Bounty Hunter, who is perfectly good at just killing people, the stun is still trading one of your turns, for one of their turns. In 4v4, this isn't a bad trade much of the time, and if you Trinket your guys properly, you can stun even highly stun resistant targets, getting a big turn advantage.
I think your problem does ultimately lie with your team compositions. Tons of damage to end battles quickly would make stunning a subpar choice. I should give it a try myself.
Heals, summons, stress attacks, and movement abilities can be prevented or denied with stun.
for instance - successfully Stunning the Collector before he can perform 'Collect Call'