The problem with knock-back stuns is the CC break. Or lack thereof, quite often.
caeliusstarbreaker wrote: »No, don’t give the wonky flop no cc break stun to anything. It’s not a weaker stun, it’s just one that a players reaction time can actuallly cc break.
exeeter702 wrote: »The problem with knock-back stuns is the CC break. Or lack thereof, quite often.caeliusstarbreaker wrote: »No, don’t give the wonky flop no cc break stun to anything. It’s not a weaker stun, it’s just one that a players reaction time can actuallly cc break.
Not that this is a direct challenge to the above claims but I never understood it quite honestly. I always found breaking free mid air to work when getting hit by things like leap and uppercut.
caeliusstarbreaker wrote: »exeeter702 wrote: »The problem with knock-back stuns is the CC break. Or lack thereof, quite often.caeliusstarbreaker wrote: »No, don’t give the wonky flop no cc break stun to anything. It’s not a weaker stun, it’s just one that a players reaction time can actuallly cc break.
Not that this is a direct challenge to the above claims but I never understood it quite honestly. I always found breaking free mid air to work when getting hit by things like leap and uppercut.
Yea you can break free... but the majority of the time you have to continue your flop before you can do anything... which is what leads to no counterplay, unimpeded dmg coming in. Which would be fine, if it was based off of something other than crappy mechanics.
Commandment wrote: »caeliusstarbreaker wrote: »exeeter702 wrote: »The problem with knock-back stuns is the CC break. Or lack thereof, quite often.caeliusstarbreaker wrote: »No, don’t give the wonky flop no cc break stun to anything. It’s not a weaker stun, it’s just one that a players reaction time can actuallly cc break.
Not that this is a direct challenge to the above claims but I never understood it quite honestly. I always found breaking free mid air to work when getting hit by things like leap and uppercut.
Yea you can break free... but the majority of the time you have to continue your flop before you can do anything... which is what leads to no counterplay, unimpeded dmg coming in. Which would be fine, if it was based off of something other than crappy mechanics.
Getting hit by 2 dizzying swings in a row and not seeing it coming is kinda strange. I mean there is block and dodge mechanic, that in itself is counter play.
Commandment wrote: »caeliusstarbreaker wrote: »exeeter702 wrote: »The problem with knock-back stuns is the CC break. Or lack thereof, quite often.caeliusstarbreaker wrote: »No, don’t give the wonky flop no cc break stun to anything. It’s not a weaker stun, it’s just one that a players reaction time can actuallly cc break.
Not that this is a direct challenge to the above claims but I never understood it quite honestly. I always found breaking free mid air to work when getting hit by things like leap and uppercut.
Yea you can break free... but the majority of the time you have to continue your flop before you can do anything... which is what leads to no counterplay, unimpeded dmg coming in. Which would be fine, if it was based off of something other than crappy mechanics.
Getting hit by 2 dizzying swings in a row and not seeing it coming is kinda strange. I mean there is block and dodge mechanic, that in itself is counter play.
You do know that in some cases in the game due to lag, bugs, etc. there are cases where you cannot do anything to avoid a skill? That's where stuns like the old dizzy stun with knockback and vamp drain shine brightest. Some people think that is "skillful gameplay" while others believe its just crutching on bugged animations. Guess what the majority on the receiving side of such attacks find it to be?
Personally, when one stun outpaces all others and has little to no downside because of a bugged animation or bugged breakfree mechanic and nearly everyone moves to the skill to take advantage of it, it gains crutch status just as any bugged set or OP set would.