7 years ago
Stun is too powerful
Stun is ruining the game for me. I just had an Arena match where I had two actions. Knowing from the start that I was likely to be stunned a lot in this fight, I also counted how many actions my opp...
"Stenun;c-1495137" wrote:"Darthpedro;c-1495134" wrote:"Stenun;c-1495121" wrote:"Darthpedro;c-1495115" wrote:
This is not a stun problem or a rigged ai problem this is a " I don't wanna switch up my team to counter a mechanic so the mechanic is op" problem
No.
Read the thread.
The problem is the very notion that any mechanic should stop you from playing.
As I have said before ... Losing is not a problem, losing while not having been allowed to do anything is a problem.
@Stenun
If you want anyone to believe that you need to provide more info about your squad, enemy squad, your swgoh.gg account. Stun is not to powerful and it can be worked around and prevented. The only character with an irresistible stun is raid Han on his first shot of the match.
This isn't just about my squad, though.
This is about the concept that one ability can stop you from playing the game.
Nobody seems to want to engage with that and instead everyone is just saying I have a bad team selection. And you know what, maybe I do. But then again, maybe I don't. But that's not the point.
The point is the Stun can stop you from playing.
Damage Over Time doesn't do that; if I had a game where my characters each ended up with a dozen of those stacked on them then at least I would have been able to still play.
Armor Down can't stop you from playing. Offence Down doesn't stop you from making an attack. Critical Hit Down doesn't stop you from having a go.
Stun can stop you from playing completely. That is bad.
Getting back to the game I outlined, if I had had the same number of turns as my opponent and then lost while covered in debuffs then OK. Bad Tenacity, bad team selection, whatever. But I still would have had a game.