![]() ![]() There is one major difference between a root and a stun. Currently, roots in game have a chance to break upon damage and I believe that is fine. For instance, direct damage has a higher change to break a stun per hit, while damage over time has a minimal chance to break damage upon tick. Stuns are typically a strong win condition.įor PVP, I am fully in the camp that stuns should have a chance to break upon damage. As a Game Designer, there are some noticeable flaws in the philosophy in which stuns are used. I want to specifically talk about PVP gameplay. This can work and be a viable for PVE, but for PVE core gameplay it can cause a lot of imbalance issues. Stuns are categorized as utility abilities because they can provide a player relief in a reset or a kill or a minor cc. The target who is stunned is 100% has loss control of character, unless of course they have a trinket or special ability to break a Stun. Stuns in WoW has always been a minor hard cc for a short duration with damage not breaking the stun. ![]() ![]() ![]() I do realize that the way stuns function in this game has been consistent, however, the Damage to Health ratios also need to be balanced with Stuns. I see a lot of people complaining in game about how Stuns are extremely powerful in PVP situations and I have to attend to agree. ![]()
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