Spamming 'F' to get rid of stuns seems like a bad idea. People could (and will) just make a macro to spam the F key really quickly.
[QUOTE=AlphaGunman;41952910]Spamming 'F' to get rid of stuns seems like a bad idea. People could (and will) just make a macro to spam the F key really quickly.[/QUOTE]
several games have done it before, no such problem to be found, and it's not like it isn't piss easy to prevent, either
[QUOTE=AlphaGunman;41952910]Spamming 'F' to get rid of stuns seems like a bad idea. People could (and will) just make a macro to spam the F key really quickly.[/QUOTE]
Just spamming the button does seem less skilled and easily macroable; instead why not have us do a short procedurally-generated "rhythm sequence" a'la Guitar Hero or Audiosurf? That way your "Endurance" or "Determination" (whatever one would deem a measure of resistance to disables/crowd control) would be based on one's skill with rhythm games, with Frets on Fire vets being able to rip through being stunned, and it'd encourage us to get better at such games in order to not be stunned for so long.
But on the main subject, I like what they're doing with status effects, like you can actually deal with them in ways other than running away and waiting it out. Disarms being resolved by simply picking up your weapon actually seems pretty intuitive since that's what one would logically do if their weapon was thrown from their hands; after all we saw it a lot in action movies. Blinding merely being a bunch of bollocks all over your screen seems kinda legit too, if you can still fire everything and not be afflicted with weird attack-miss dice dangling off your gun.
Diving out of knockdown is also neat, and simply needing to break the anchor to remove the tether makes a good lick of sense; imagine if you could do that with the tether on Slark's Pounce in Dota 2. Breakout gameplay.
Yep, I've certainly learned a fair bit from this, even though I'd thought of similar "how to make CC less frustrating for players" ideas, since whilst CC is oh so fun to inflict, it ain't fun to get stunned with nothing to do for a few seconds. I should know; I play a fair bit of Dota in my spare time. Hats off to Carbine for these systems, even if the breakout system on stuns seems a little phoned in, though being able to break-out of a stun is still amazingly great regardless.
I agree that the stun one seems the weakest of the systems
but otherwise this looks interesting!
[QUOTE=ironman17;41953118]Just spamming the button does seem less skilled and easily macroable; instead why not have us do a short procedurally-generated "rhythm sequence" a'la Guitar Hero or Audiosurf? That way your "Endurance" or "Determination" (whatever one would deem a measure of resistance to disables/crowd control) would be based on one's skill with rhythm games, with Frets on Fire vets being able to rip through being stunned, and it'd encourage us to get better at such games in order to not be stunned for so long..... blah blah blah [/QUOTE]
A rhythm sequence would be fucking awful and tedious considering how often you get into a stun in games like this.
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