I can’t find any kind of an answer anywhere, much less a solid, clear answer.
Is it just a certain class of stun, or does it resist any player control removal, like freezing and the bone prison attack?
I can’t find any kind of an answer anywhere, much less a solid, clear answer.
Is it just a certain class of stun, or does it resist any player control removal, like freezing and the bone prison attack?
Stun affects stun, freeze affects freeze. There’s a resist for almost everything.
You can find the full list of secondary resists on the 3rd page of the character sheet. Those resists, as well as stun on the 1st page, are exempt from the penalty on higher difficulties, as they’re not as easy to cap as primary resists.
The secondary resists apply to crowd control effects and help reduce the duration of a specific effect on you character. The more relevant ones are stun, freeze and especially slow resist. Things like sleep or petrify can be overlooked as, so far, there aren’t many enemies that apply those cc effects, though that may change with FG (don’t really think so, but it’s a possibility)
Affects duration.
Stun mechanic is all about that.
BTW when it’s gonna get finally removed from game, like deleted?
no why do you want that? I like to get slow, stun and freeze duration reduction.
Same here. Would want petrify damage more present as well. I like to see a statue of my char just for an instant than break free for living flesh pure awesomeness.
Btw, i don’t think i’ve ever noticed being put to sleep. Does that even happen? :rolleyes:
Because it’s archaic outdated mechanic, abused by developers to achieve cheap “artificial” feeling of “difficulty”.
In GD:
Stun resistance is yet another of already massive pool - way overcomplicated by itself. Not complex, but overcomplicated.
It’s “unfair” mechanic. It disables completely the character, takes control away from player (skills and reactions don’t matter). Negates any efforts put in building the char but: 1. is stun resistance there 2. is character naturally able to soak the incoming damage for a duration (afk damage absorption).
It’s a rare resistance type, the most poor implementation.
You either play certain classes (related to class abilities + related combinations of gear/gear affixes), or you are royally screwed.
The other way around is to alter gear and devotion setup to counter a single mechanic, effectively gimping your character by a lot.
It’s overused.
I’m ok with certain high tier mobs and bosses stunning you here and there, it adds immersion.
I’m totally not ok with trash mobs stunning you like no tomorrow (hello Malmouth).
The current implementation makes stunlocks a viral and inevitable part of the game. Frequent and on a general basis. It’s the only aRPG I’ve experienced +5 seconds of character disability.
Let me just get this clear: do you want to remove the freeze stun mechanics completely, or just the resistances to them?
@hellcat: As for points 1 and 3, they’re kinda correlated: sure, there are sacrifices to be made in order to get stun res, but i never felt like they are a huge burden on the way i build chars. But that’s just me
2: Well, it’s a mechanic used in many games, i can’t say it’s unfair. Besides, i feel like freeze is much more of a pain.
4: I do agree on this one, even if you have good stun/freeze resist, it’s a bit annoying to constantly experience that stuttering you char has when stunned or frozen. I wouldn’t complain about this either, if the crowd control effects in the game would work both ways and players would be able to benefit from these effects on bosses/hero mobs. I play a GD mod where these effects are more pronounced, both on the player and on hero mobs, it’s a bit frustrating, but enjoyable later on, where you actually feel them working.
These three are very important.In act 6 a lot of mobs stuns you and with great monster density you’ll die occasionally with no stun resistance.Slow is especially important in Crucible,if you’re auto attacker fast speed is required to deal damage and steal life back.If you’re kiting caster is imperative to have some trap resistance as well.
I mean one can make the same argument as Hellcat did with all kind of resistances that they “take away the player skill” from the game.
I don’t know if mobs use abilities with chance to put you to sleep, but if they did it would not work. Asleep creatures (and players I guess) are woken up when damaged.
Uh, what? Only one trash mob in Malmouth stuns and it’s lightning Fleshwarped. And they are so weak that they might as well not matter. Not even Colossi stun you because they don’t have the Flesh Hulk aether wave attack that stuns you in the base game.
There’s also no stun in Ugdenbog, the prevalent CC used by enemies is actually petrify.
And what even is your argument? You do know every CC used by the enemy that affects the player takes control away from the player in some fashion. Freeze and petrify remove control from the player and entrapment roots you to the ground. Should we also remove these? Because your argument for stun applies to these as well.
It doesn’t happen even if an enemy has 2 years of sleep because upon being damaged you lose the sleep status. So even if, let’s say, Kuba had 55 seconds of sleep in his skill, you’d still be unaffected because any damage would reduce the sleep to 0.
Sleep is useful if you want to run away like a bitch.
Sure, we focus on damage mitigation and gimp the complexity of character building that GD brings. Some may see this as a redundant extra layer when gearing, choosing devos, skill point attribution, while others enjoy this a lot. I’m part of the second category. Personally, i’d find GD to be less than it is now without these things, but that’s just me. Actually, i’d like it if somehow crowd control would be more relevant in the game, both ways. Even to add some ways to elude CC effects that go beyond stacking resists.
@ KoalaeiO and UserName: Thanks for the info. Anyway, no sleep skills on chars, so doesn’t matter all that much. Would be fun to see sleep as a way to compensate for lacking CDR with casters. Just to do the rain dance before preparing a skill
Shadow Strike >> Nightfall has sleep, iirc.
I’m perfectly fine with freeze mechanic, being fairly rare and well implemented - it’s thematically related to certain specific types of mobs, hence infrequent and predictable.
Not ok with stun though. Both in terms of mechanics and implementation.
Totally forgot bout it, shame on me. Has such a nice effect too. Just occurred to me that maybe it would be an idea to replace sleep with daze, as an effect. That could make it more relevant, as dazed enemies may be hit a couple of times until the effect wears off.
PS: meant aesthetic effect for Nightfall
Personally, I find the immense amount of damage types with nothing differentiating them but a different icon/colour far more cumbersome/disappointing than any CC in the game. Which, to be fair, there isn’t a lot of.
Even stun is usually easy to work with, excepting some named mobs that can stunlock.
Stun resist should at least be more common on items and components imo.