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Foul Grasp and Stun Immunity

Foul Grasp and Stun Immunity

So 1.1 fixed a bunch of stuff and there's another thread already talking about other fixes people want...I just thought I'd canvas whether you all think the lack of stun immunity buff after being foul grasped is appropriate.

Imo the whole point of stun immunity is to prevent stun locking, but using Grasp, you can get an easy 5 seconds or so with an Erebus, or an Ice TB by your side.

It requires some timing to get it to work, but if we ignore the skill level of players, I don't think this is an intended or desirable feature of the game, else why would "Stun Immunity" exist?

No I'm not a whiner complaining because I got beaten by UB, I've tried the tactic myself and found it to be hilariously easy to get kills, my opponent had no chance to escape short of an ally interrupting, which would only have shortened ONE of the two stuns. 

I can't see this affecting the average players out there, but in organised teams (premade) it's very difficult to look past taking UB/Anyone with stun for your team selection if you want to play to win. Someone in the strategies forum had a post about synergies...surely UB/Rook, UB/LE, UB/Ice TB are up there with the best team combos simply because you can stun for 4-5 seconds straight.

159,611 views 82 replies
Reply #26 Top

u spit u grasp u spit again   hit a few times maybe spit again u have won
End of quote

Unless they're Sedna, you can heal off the spit debuff.

Unless they're Oak, they can shield off the spit debuff and also shield before you grasp them if they can time it right.  Grasp still hits and you're locked but they are very much immune.

Unless they're Erebus, they can mist off the spit debuff.

There are plenty of counters.

Reply #27 Top

Stun immunity based on hostile skills (ie, not from some skill on your side) should be limited to the repetition of the same skill or family of skills (family not really relevant in demigod).

You should be able to be chain stunned by the variety of demigods.  Yes, erebus charms then tb frosts then beast shackles.  Limiting to one stun, especially aoe stuns, completely breaks the concept of demigods with different types of stuns.

Reply #28 Top

No, because the stun cooldowns are longer than the stun immunity, so having different DGs with stun are still useful.

Having no immunity would result in too much chain-stun combos, giving those DGs without stuns a nerf.

Reply #29 Top

infin sedna's heal hardly cures    oak shield cures lvl 7+  and for the stoping grasp with shield it is 10+

erebus can't stay in mist all the time  and  u just spit on him before he runs  and if ur really good u can grasp him  and what ere  goes into  mist just toget rid of spit then pops out

ere there are only 2 others  counters 1 is a favor item and the other is  qots shield which doesn't always cure  and usually just absorbs and then she dies

Reply #30 Top

Oak's shield cures at level 1, the description is wrong. At heal 3, sedna can heal as fast as you can spit (faster with her passives) and debuff the spit.

Spit isn't a win-everything move.

Also, please learn to speak (well, type) proper English; it's almost impossible to understand what you are saying.

Reply #31 Top

infin sedna's heal hardly cures
End of quote

What?

oak shield cures lvl 7+  and for the stoping grasp with shield it is 10+
End of quote

No.

erebus can't stay in mist all the time
End of quote

He just needs to activate it for a moment to remove the debuff.  Which he can do after he batswarms away which you can do nothing to stop.

 

Reply #32 Top

sednas heal doesn't debuff everytime  iddiot

and i think the best words to describe what i am feeling at the last bit is fuck off you mother fucking twat

Reply #33 Top

Quoting si1foo, reply 7
sednas heal doesn't debuff everytime  iddiot
End of si1foo's quote

I'm about 99.9% sure it does at rank 3. I don't see why something like that would be chance.

and i think the best words to describe what i am feeling at the last bit is fuck off you mother fucking twat
End of quote

Come on, now. No need for swearing and personal insults.

Reply #34 Top

I was not aware of stun immunity until this thread. But now that I know that it exists, I am rather upset. If two DGs work together to chain their stuns back-to-back, it should be regarded as good play, not an abuse of the system. Stun lock is a powerful but defendable tactic and is available to both teams at the DG select screen. Teams will learn to defend against them and/or orchestrate ones of their own. Remove stun immunity from the game.

Reply #35 Top

The only stun immunity that I've ever noticed is that you can't stun someone while they are already stunned. Sometimes I've noticed that my enemy is immune to my Frost Nova stun for about a split second after a mass charm or boulder roll wears off. But it sure as heck isn't 5 seconds later.

I don't really know if i would think of chain stunning a bad thing that should be nerfed though..

Reply #36 Top

sednas heal doesn't debuff everytime  iddiot
End of quote

Read the ability at level 3.

and i think the best words to describe what i am feeling at the last bit is fuck off you mother fucking twat
End of quote

Gotcha, you spastic little gremlin.

Reply #37 Top

A team of TBs and Erebuses can keep your WHOLE team chain stunned indefinitely, until their mana runs out. IMO it'd be seriously detrimental to the game. In PvP, CC is king.

Reply #38 Top

Quoting InfiniteVengeance, reply 11
Gotcha, you spastic little gremlin.
End of InfiniteVengeance's quote

I think that was directed at Milskidasith, due to his comment about si1foo's spelling.

 

Reply #39 Top

I think that was directed at Milskidasith, due to his comment about si1foo's spelling.
End of quote

Who can tell, the sentence structure is nonexistant.

Reply #40 Top

well last time i played sedna  spit wasn't cured 100% of the time with heal  if it was it would be rediculous

jager it was dirrected at milk  but i think it also aplies to infin

 

people who don't respect people who have disabilities are assholes i dont care what they say

Reply #41 Top

well last time i played sedna  spit wasn't cured 100% of the time with heal  if it was it would be rediculous
End of quote

Then learn the game.  At level 3+ Heal cures debuffs.


Yes, "100% of the time"

Reply #42 Top

people who don't respect people who have disabilities are assholes i dont care what they say
End of quote

I have no way of knowing if you have a disability or simply don't know English at all. All I know is that you are offensive, mix ad hominem attacks with incorrect facts about the game, and can hardly be understood. Whether that is the result of you being willfully ignorant or having a disability is irrelevant; either way you are lowering the quality of these boards.

I do have sympathy for people with a disability. However, I don't have any sympathy for people who use their disability (if you even have one) as an excuse for simply not trying, and you are clearly not trying to type with proper English.

Reply #43 Top

Quoting SoFFacet, reply 9
I was not aware of stun immunity until this thread. But now that I know that it exists, I am rather upset. If two DGs work together to chain their stuns back-to-back, it should be regarded as good play, not an abuse of the system. Stun lock is a powerful but defendable tactic and is available to both teams at the DG select screen. Teams will learn to defend against them and/or orchestrate ones of their own. Remove stun immunity from the game.
End of SoFFacet's quote
No way. A team of TB/Rook/Erebus could easily chainstun your whole team for nearly fifteen seconds with only about a one second interruption. Not to mention they could pile on 2500 AoE damage+other abilities and attacks. 3 TBs could continously stun a whole team for 9 seconds and deal 2400 damage, then start over a second later. Teams of four or five? You're removed from the game until they run out of mana or you respawn. Chances are, even if they do run out of mana, you're in no condition to fight.

 

:fox:

Reply #44 Top

No way. A team of TB/Rook/Erebus could easily chainstun your whole team for nearly fifteen seconds with only about a one second interruption. Not to mention they could pile on 2500 AoE damage+other abilities and attacks. 3 TBs could continously stun a whole team for 9 seconds and deal 2400 damage, then start over a second later. Teams of four or five? You're removed from the game until they run out of mana or you respawn. Chances are, even if they do run out of mana, you're in no condition to fight.
End of quote

I too disagree with this stun immunity. 

Assuming they were able to get EVERYONE in the stuns?  They deserve the benefits of skillful positioning and you or your team deserve stunlock for getting caught as such in a situation.  And it's not like there's no counters.  If you have a blink item you can break out in the small gap between stuns.

Reply #45 Top

You guys who hate stun immunity must not have played WoW at all.  I had heard that you're immune to stun for twice the duration of the previous stun.  I was able to google up a post from frogboy, and here's part of it:

Chain Stuns. This is a problem that has plagued Demigod for some time. Well, this time we think we addressed the issue thoroughly. There is now Stun Immunity. When stunned by Boulder Roll, Mass Charm or Freeze a Demigod becomes immune for twice the duration of the stun. Our thanks goes out to the community, and especially Sorian, DalzK and others, for their brainstorming and feedback on this issue.
End of quote
So it seems 100% intentional that Foul Grasp is not affected by stun immunity.  My guess as to why?  It's the only single target stun and the beast is stuck while it's active.  

http://forums.demigodthegame.com/345442

Reply #46 Top

You guys who hate stun immunity must not have played WoW at all.
End of quote

WoW has diminishing returns.


Dota has none.

Reply #47 Top

My point is that anyone who's played WoW for long is probably pretty sick of stuns.  I was implying that I wish WoW were more like DG, not that they're the same.  Not that I care anymore, as I've stopped wow.

Reply #48 Top

ok lets put it this way  how many people played dota i mean  played as in over a month 10 thousand to 40  or are u saying that the majority of people on this forum played dota

wow is a shit game  but it has had over 20 million people play i thinkor was it even higher

i have found games that are mmo team based arenas  and personaly there more fun then demigod  demigod is a brilliant game but it isn't much fun when your doing the same thing over and over

Reply #49 Top

Just because both DotA and WoW have stun locking doesn't mean every game should. It was obviously decided that it would be detrimental to the enjoyment of the game at some point and was countered by adding the stun immunity mechanic. I'm glad they did this, and I'm just pointing out that Foul Grasp doesn't behave any different to the other stuns from the perspective of the victim so I don't believe it deserves to be exempt from stun immunity.

Yes, the attacker is held still for its duration, but its entirely at a time of your choosing, if you don't want to be held still, don't cast it. This reduces the number of situations where it's powerful, but it doesn't reduce its power. Mass Charm has a 3 second cast, during which you're static and vulnerable in the same way, but it doesn't make the skill  less powerful than something like boulder roll that suffers neither of these problems.

As for it being only a single target stun, any decent team will be focus firing, so you only really need your target to be stunned, the rest is just icing on the cake. The issue is that if, say, two people on one team are pushing a lane, and they are forced to retreat, using stun locking you can hold one of them in place for so long that they are completely doomed. If their ally comes back to help theres little they can do apart from watch the carnage as the UB shreds it up in melee.

What does this mean more broadly? Pushing a lane against organised stun locking teams is too risky, and makes for a defensive and boring game of grinding creeps and avoiding each other, or more likely a bunch of rage quits from people who don't enjoy spending their time respawning and being stunlocked. Stunlocking horribly gimps your ability to retreat, and that's why it's a bad mechanic, and that's why I think Foul Grasp should be treated like all other stuns.

Reply #50 Top

Quoting Kitkun, reply 18
No way. A team of TB/Rook/Erebus could easily chainstun your whole team for nearly fifteen seconds with only about a one second interruption. Not to mention they could pile on 2500 AoE damage+other abilities and attacks. 3 TBs could continously stun a whole team for 9 seconds and deal 2400 damage, then start over a second later. Teams of four or five? You're removed from the game until they run out of mana or you respawn. Chances are, even if they do run out of mana, you're in no condition to fight.
End of Kitkun's quote

I highly doubt that any combination of 3 DGs could get an entire team reliably, least of all if they are coordinating to try to prevent it. If any pseudo-guaranteed, infinite combination did happen to be discovered, then I would be inclined to rework the offending skill and keep stun locking, rather than the other way around. 

Quoting Obscenitor, reply 20
You guys who hate stun immunity must not have played WoW at all.
End of Obscenitor's quote

I honestly don't know what goes on in WoW, but in a real pvp game (Guild Wars) "stun" locking is an integral part of high level gameplay. Chaining knockdowns on monks so that there's no time to cast in between is a very potent method of generating pressure and scoring kills. Every good team does this. Because of that, every good team learns to survive despite it or prevent it from happening altogether. Because of that, every good team learns to shut down their opponent's defensive system so they can go about killing anyways. And so on and so forth. 

The point is that as long as its properly balanced, stun locking enhances high level gameplay. And thus should be in the game. 

Quoting woppin, reply 24
Just because both DotA and WoW have stun locking doesn't mean every game should. It was obviously decided that it would be detrimental to the enjoyment of the game at some point and was countered by adding the stun immunity mechanic. I'm glad they did this, and I'm just pointing out that Foul Grasp doesn't behave any different to the other stuns from the perspective of the victim so I don't believe it deserves to be exempt from stun immunity.


Yes, the attacker is held still for its duration, but its entirely at a time of your choosing, if you don't want to be held still, don't cast it. This reduces the number of situations where it's powerful, but it doesn't reduce its power. Mass Charm has a 3 second cast, during which you're static and vulnerable in the same way, but it doesn't make the skill  less powerful than something like boulder roll that suffers neither of these problems.

As for it being only a single target stun, any decent team will be focus firing, so you only really need your target to be stunned, the rest is just icing on the cake. The issue is that if, say, two people on one team are pushing a lane, and they are forced to retreat, using stun locking you can hold one of them in place for so long that they are completely doomed. If their ally comes back to help theres little they can do apart from watch the carnage as the UB shreds it up in melee.

What does this mean more broadly? Pushing a lane against organised stun locking teams is too risky, and makes for a defensive and boring game of grinding creeps and avoiding each other, or more likely a bunch of rage quits from people who don't enjoy spending their time respawning and being stunlocked. Stunlocking horribly gimps your ability to retreat, and that's why it's a bad mechanic, and that's why I think Foul Grasp should be treated like all other stuns.

End of woppin's quote

Paragraph 1: Yes a decision was made, but imo it was the wrong decision. See my reply to Obscenitor, above, for specifics. 

Paragraph 3: A decent team can also defend. Teammates can rescue their ally in a wide variety of ways: heal, shield, bramble, silence, interrupts, stuns of their own. If outnumbered and facing DGs that obviously can stun you, retreat earlier. 

Paragraph 4: So what you're saying is... you have to be careful when wandering alone through enemy territory? Darn. As for ragequits, I think stun locks are more the property of premade games, wherein ragequits generally do not occur. Unless you are talking about a premade vs pug game, wherein the pug was probably doomed anyways.