03-04-2017, 10:25 PM
Quote:Not everyone (like myself) wants to use Stun's Effect SOLELY for utility.
Not everyone wants to get stunned and get insta-gibbed either really, which was it's problem before where stun instantly won you any fight because you straight up got a free turn on somebody to wail on them.
Quote:With any DR on it at all, that's all it would allow anyone to do after applying it -- Utility / Miscellaneous stuff. That's the most "optimal" way to capitalize on it and it seems so weird that it's actually sub-optimal to continue attacking a weakened Target. It's as if Stuns are supposed to be nothing more than "Turn-Stallers" and can't be used as "Setups-to-finish-off-a-target". How is that fine? It's... Limiting, to say the least.
Have you ever heard of turn based buffs that are kinda integral to some class gameplay such as:
Wraithguard (3 rounds)
Charge Mind (1 round, 4 with innate)
Claret Call (2-4 rounds)
Overcharge (3 rounds)
And various other skills such as Oil Chain and Fortune wind, while not integral to class gameplay, are significant buffs with short duration.
Stun is good, it's good for making someone miss a turn, you can possibly benefit from stun by timing it right against certain buffs, this is how it is balanced.