Wizard101: Should Stuns Be Removed?

  Рет қаралды 677

Ice Gold

Ice Gold

Күн бұрын

Пікірлер: 39
@sniperfox8806
@sniperfox8806 16 күн бұрын
Tbh I think working stun resist into proper gear (as an addition, not a tradeoff) would make stuns a bit less annoying in fights. I think up to a 40-50% stun resistance on gear alone would be a significant boon to all around gameplay at max level. Second thing I think would be a great change is turning boss stun immunities into a varying 30-60% stun resist depending on the kind of boss
@TheSoulbanker
@TheSoulbanker 16 күн бұрын
There are 2 ways to fix this without outright removing stuns or making everything susceptible to stuns in pve. -Stum ramp up: all bosses have a set stun resist, successfully stunning them gives extra stun resist for the next stun. -Stun pierce: not a stat, stunning and the boss resisting reduces stun resist, upon a successful stun it resets.
@Firestarter_101
@Firestarter_101 17 күн бұрын
He finally made the vid🗣
@Carlitooo107
@Carlitooo107 17 күн бұрын
brooo had the same thought.
@LunaBari
@LunaBari 17 күн бұрын
I think stuns should be reworked.
@NotSnak
@NotSnak 16 күн бұрын
As they currently are. Yes stuns serve no purpose outside of being a major annoyance to players. Stuns need a rework desperately. Having them be unusable in pvp and advanced combat while being worthless in pve due to most bosses and even some enemies being immune to stuns while the player has to actively either sacrifice stats to be resistant to stun or waste a turn using stun block or conviction and having spells damage be nerfed due to the "utility" of it is so awful One simple change is just make a boss stun resistance stat. 30-40% ish maybe. Some being more resistant others being less resistant. If the stun is resisted. Reduce the bosses resist by 5 or 10% so the next stun will be more likely to go through.
@T0xicW1zard
@T0xicW1zard 17 күн бұрын
Id rather see myth fuel trainable at level 28 ngl
@FranklyOwned
@FranklyOwned 17 күн бұрын
As I said in Kaiser Noah’s video about this, I think stuns should have a different impact on bosses based on the school of the spell that was casted. I think with myth I said that it should apply what would basically be a weaker attenuate, ice would be a weaker starfall (be it the strength of the aura or the amount of turns it takes). Obviously this could be better fleshed out to provide good enough value, but you get the gist. Basically make it so the stuns provide some type of benefit against even stun immune enemies such that it doesn’t make anything too obsolete later on but still makes stuns strong enough to be viable at all levels.
@The_Azure_Shining_One
@The_Azure_Shining_One 16 күн бұрын
Kaiser Noah's goated :D
@FranklyOwned
@FranklyOwned 16 күн бұрын
Oh for sure, so glad that he’s been making content again and he’s doing well!
@kollinpoindexter8859
@kollinpoindexter8859 16 күн бұрын
KI should make it so player always go first, and stuns should be removed if they can only be used AGAINST the player
@bubblyproduction9809
@bubblyproduction9809 17 күн бұрын
Stun gaming was always mvp
@VaryShneaky
@VaryShneaky 16 күн бұрын
Myth has been in such a sad spot for so long in pve. Class minions are completely worthless after Arc 1, and stuns dont work on bosses. Basically the school has no simultaneously useful utility or unique identity (besides its general vibe and shield destruction/bypass which is far too situational to be good). You're forced to use monstrology minions for their summoning to be good, but you have to spend 6 pips to gain access to myth's special benefit of having 3 minions. At that point you could have bladed for 3 rounds and attack on the 4th. Not only that, monstrology enchants are hella expensive AND you can't stack them with the absolutely necessary sun damage boosting enchants. In conclusion, everything the game says is cool and unique about myth is rarely useful in pve. What gives KI?
@funnypotato9620
@funnypotato9620 11 күн бұрын
I personally think instead of making bosses stun immune change it to make the stun rely on your own pierce and there own stun res. Example: Peirce is at 40% and the boss has 20 stun res therefore you have a 100% chance to land your stun ( this insures the stun works and is still useful and also insures people still build there characters correctly)
@crimsonreaper5293
@crimsonreaper5293 17 күн бұрын
Yeah, I'm glad that other content creators are bringing this issue to light because the issue with stuns is pretty huge, to say the least. If you know Kaiser Noah, which I'm sure a lot of people do, he made a very in depth video about the nature of stuns in Wizard101 and how poorly they've aged. I'm glad that you are also backing up Kaiser Noah's video about stuns with one of your own because Kingsisle needs to be made aware of how much of a moot point stuns are in Wizard101 and how badly they've aged. For the record, all stuns are banned in PvP and in PvE, all bosses are stun immune so where exactly does Kingsisle expect us to use stuns in a way that actually matters? In mob fights, you don't generate any value from your stun because like you said, the mobs die too quickly and starting in Colossus Boulevard onwards, you are fighting 1v2 battles so even if you do manage to stun one of the mobs, the other mob is still whaling on you. Plus in mob fights, I don't want to be there longer than I need to be when I just want to blade, aura, into my Orthrus/Mystic Colossus. I think the reason that Kingsisle made bosses stun immune is to add somewhat of a challenge to them because they don't want you bringing a team of 4 players and having your team go first and start chain stunning the boss while your hitter blades up freely to cheese free wins. To that, I would reply with a counterargument where Kingsisle can make bosses have a stun immunity chance that ramps up the more you stun them. For example, a boss can start with 10% stun resistance and have that stun resist go up by 10% every time the boss was successfully stunned. You stun the boss once, ok now the boss has 20% stun resist on the next incoming stun. You stun again, the boss's stun resist now goes up to 30% and so on and so on. This would make stuns useful in PvE, add back the stunning school identity that Myth, Storm, Fire, and Ice lost, and it would make stuns a relevant factor in Wizard101. As it stands now though, since stuns are banned in PvP anyway, stuns are nothing more than major inconvenience to the player. I absolutely hate going against Myth, Storm, Fire, and Ice bosses because I know the inevitable Medusa, Storm Lord, Choke, and Frost Giant (respectively) are coming to stun me. It is for this reason that I pack Stun Block on all my wizards when I'm facing these bosses and know they have a way to stun me and prolong the duel. That and Stun Block synergizes well with my Scion of Myth spell anyway, but I digress. Stuns need a massive overhaul to make them relevant to use in PvE aside from PvE enemies chain stunning you in a way that does nothing productive but prolong the duel. When I'm facing mobs, I don't want to be there longer than I need to be to blade, aura, into the hit and having mobs chain stun me only makes the overall gameplay stale, boring, and needlessly lengthy, especially when you're questing. Kingsisle, if you're reading this, please do something to overhaul stuns in PvE. The sky is the limit here given stuns are banned in PvP for not being interactive since their only counter is to "draw the Stun Block or lose," which is a fair reason as to why stuns are PvP banned. I want stuns to be relevant in PvE to give me an actual reason to pack Medusa in my PvE boss deck on my level 145 Myth wizard, a class that's known for stunning.
@JamesTillmanjimthegray
@JamesTillmanjimthegray 17 күн бұрын
Most bosses are immune to stun
@JamesTillmanjimthegray
@JamesTillmanjimthegray 17 күн бұрын
As for pvp stuns should be allowed let players actually use stun resist gear
@JamesTillmanjimthegray
@JamesTillmanjimthegray 17 күн бұрын
My big issue with combat is blade blade 7 is boring ki needs to break people of it
@crimsonreaper5293
@crimsonreaper5293 17 күн бұрын
@@JamesTillmanjimthegray Let me explain your points clearly because I'm not sure about a couple of them. 1. Bosses being stun immune → I already addressed that in my comment on this video, and I said the way that Kingsisle can combat this is to give bosses a stun resist chance rather than making all of them completely stun immune. I will reiterate what I said here. As an example, you can have all bosses in the game have a set 10% stun resist chance and if you successfully stun a boss, the boss's stun resist goes up to 20%. If you stun them again, they now have 30% stun resist and so on and so on. This would add a fun element of risk versus reward of stunning a boss to buy you a turn rather than stuns being completely obsolete just because bosses simply cannot be stunned at all. 2. Stuns allowed in PvP → What are you even talking about here? Unless I missed something, there's literally no gear in the game that gives stun resist aside from jewels and if there is gear that does give stun resist, it's probably garbage anyway in terms of its overall stats. Stuns were banned in PvP because they are not interactive since, again, you have to draw the Stun Block or lose. Stuns being banned in PvP is actually good for the overall health of the PvP circuit since you aren't banking on having your Stun Blocks when you need them. Once again, our gear simply does not give innate stun resist, making stuns broken in PvP (since you need Stun Block to counter it) and an inconvenience in PvE (cause mobs chain stun you). 3. Blade Blade Seven → And yeah I agree with this point because I also think that the standard "blade blade seven" is boring and I think Kingsisle needs to address it. I personally one shot the minion with single hits then I work on the boss with a strong single hit, but alas the best way of dealing with bosses is the standard blade, blade (aura), into the seven pip AoE. I think this is because bosses don't punish the player out of using the aforementioned blade/trap stack. If a boss does punish blades, you'll just trap stack. Conversely, if a boss punishes traps, you will just blade stack. There's just no incentive to push people away from the standard blade, blade, seven meta aside from Raids, which most people don't care about anyway. Personally, I want to see some PvE content that isn't a Raid that isn't able to be cleared with the standard blade, blade, seven strategy to entice creative deck building from the players.
@ABirdGoingThroughDecomposition
@ABirdGoingThroughDecomposition 16 күн бұрын
I respect your dedication Crimson Reaper. Really great comments.
@cringeoregano3411
@cringeoregano3411 15 күн бұрын
Not removed, just reworked
@Saiune
@Saiune 17 күн бұрын
Honestly stuns are just a major inconvenience for players nowadays, because most things are stun immune and we dont get many options for stun resist either. (Stun blocks conviction) I always hate running into myth, fire and ice (sometimes storm) because they will usually always use it first round and its just annoying and wastes time. Banning stuns in PvP and advanced content also does not help.
@ABirdGoingThroughDecomposition
@ABirdGoingThroughDecomposition 16 күн бұрын
Agree. I don't see an issue with stuns in PvP and Advanced Content.
@Legoluke197
@Legoluke197 15 күн бұрын
With my current build on my balance (professors hoard hat and wand, death mastery amulet, rest reaver gear - still farming for wallaru hat and wand and I use drain spells regularly so…) I got 25% stun resist from jewels. For a 1/4 chance you’d think it would trigger more often than it does. It always seems I resist whenever it’s meaningless and don’t when it counts.
@sleepysunshiine
@sleepysunshiine 16 күн бұрын
i know that i,m saying this as someone who is part of a pretty niche side of wizard101, but as someone who spends the majority of my time spent on this game doing soloing hard fights/dungeons, i'd prefer for stun to be kept as they are. yevgeny in graveyard (the ice boss) is considered one of the hardest bosses in the game to solo, and a large portion of that difficulty comes from the fact he's moon school (ice, myth, and death) and his minions are all ice meaning you get stunned a lot, and if they removed stuns he'd become not much of a challenge. i'd prefer if they just added an alternate spellement path to all hits with stuns attached to them, that way those spells won't be useless to us, but bosses with stuns will still retain their difficulty. again, i know i'm definitely not in the majority when i say this, but that would be my preferred way to go about it
@notreallyh1m
@notreallyh1m 16 күн бұрын
Make Stuns Great Again
@AntonConstanti
@AntonConstanti 12 күн бұрын
stuns are very important in beastmoon though, and they will be removed from there too :/ I hear, I don't know
@ABirdGoingThroughDecomposition
@ABirdGoingThroughDecomposition 16 күн бұрын
Off topic but ima comment on your "taking games too seriously" video soon
@ABirdGoingThroughDecomposition
@ABirdGoingThroughDecomposition 16 күн бұрын
Hey IceGold, this is a great video. I respect your opinion. However, I disagree because stuns have been an important element since the games inception. I believe the Lead Developers should place their time towards improving stuns and making it a viable mechanic in PvE. They clearly have the tools to fix this lingering issue. They simply choose not to "either" because they're "lazy" or they're "incompetent."
@IceGoldPvP
@IceGoldPvP 16 күн бұрын
@@ABirdGoingThroughDecomposition yeah ultimately if they make stuns better that’s preferable, they just suck in their current state
@ABirdGoingThroughDecomposition
@ABirdGoingThroughDecomposition 16 күн бұрын
​@@IceGoldPvP Yep. Even if they don't improve stuns, all they have to do is just add a spellement damage path and everybody wins. Easy solution. I'm sure you and I would wholeheartedly appreciate that too haha
@crazedmancer2122
@crazedmancer2122 16 күн бұрын
Yeah stun is pointless now and I stopped playing after awhile I still haven't done shenoplolis because of burn out plus I don't want to be forced to do more work for gambits and feels forced they should just give them for free instead of grinding them because half the time i don't use them i mean looks cool on paper but not for me even if for free for spellments for no work except for the rare spells like a daily reward without fighting or quest nor beast moon regents for a plant like a housing item or basic plants nobody uses so they aren't just a waste of space imagine if stink weed is good and gave gobbler spellments but longer time to harvest speed ups wouldn't work for balance purposes and are limited to 1 or 2 so it would still take longer
@batman5194
@batman5194 17 күн бұрын
My level 150 novas gear is far stronger then your level 170 gear. Why is that?
@IceGoldPvP
@IceGoldPvP 17 күн бұрын
I put on my main set a bit into the video
@nathanielpham1947
@nathanielpham1947 17 күн бұрын
Yes
@Jessica_Rabbit_
@Jessica_Rabbit_ 17 күн бұрын
YES!!! completely useless for wizard players.
@chattychica3301
@chattychica3301 17 күн бұрын
yes stuns should remain in the game. its part of a class identity. fun to watch my 30% stun resistance work. edit: Also adds complexity to the game and makes you think on strats. Then again I dont do pvp. This is just a pve players wish.
@RTU130
@RTU130 16 күн бұрын
Yes
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