Author Topic: Feedback - actual stun update  (Read 1996 times)

D0gm4

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Re: Feedback - actual stun update
« Reply #30 on: May 01, 2026, 11:13:25 AM »

u might look into ur debuffs on knight or even slayer, u might realise how usefull they are in a fullbuff teamfight.
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Amoswar

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Re: Feedback - actual stun update
« Reply #31 on: May 01, 2026, 02:31:46 PM »
Its still true that critical was always the weaker combo and caster always had the upper hand in teamfights.

The crit damage might be high, but the chance of hitting it are very low since everyone beeing targeted run.

With the server desynch its hard for critters to kill without locking someone in place.
So maybe increasing the range or AA would help (from Wonder cloak)
Or bring back the crit ignor at 100%, the 80% nerf was to nerf ignore elem characters. There was no need to nerf the crit ignor in my opinion.
Also you guys keep saying there was no counter to ignor elem, where thats not true.

There is also the point that with crit combo, you lack Skill block debuffs to hit those important debuff. So you rely on having a swash on your team or you will lose any fight.

For caster there is already the easiest combo with 100% debuffs like on sorc/mage/archer/hunter which destroy most classes on DPS uniques...

Dont get me wrong, beiing lock stun was not good,
But
Critters keep getting nerf after nerf.
They need something in return to make them viable if the stun is not a priority option anymore.
« Last Edit: May 01, 2026, 06:29:59 PM by Amoswar »
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Aook

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Re: Feedback - actual stun update
« Reply #32 on: May 01, 2026, 03:47:13 PM »
Its still true that critical was always the weaker combo and caster always had the upper hand in teamfights.

The crit damage might be high, but the chance of hitting it are very low since everyone beeing targeted run.

With the server desynch its hard for critters to kill without locking someone in place.
So maybe increasing the range or AA would help (from Wonder cloak)
Or bring back the crit at 100%, the 80% nerf was to nerf ignore elem characters. There was no need to nerf the crit chance in my opinion.
Also you guys keep saying there was no counter to ignor elem, where thats not true.

There is also the point that with crit combo, you lack Skill block debuffs to hit those important debuff. So you rely on having a swash on your team or you will lose any fight.

For caster there is already the easiest combo with 100% debuffs like on sorc/mage/archer/hunter which destroy most classes on DPS uniques...

Dont get me wrong, beiing lock stun was not good,
But
Critters keep getting nerf after nerf.
They need something in return to make them viable if the stun is not a priority option anymore.

They got something in return, slayers got extra ele resi, extra damazge (same for knight and swash) with the new scaling on strenght and the passive going at 500 now, they got more HP (and knight is the one with the highest boost out of it).
Knight got SB debuffs, knight + slayer in selfbuff conditions are destroying everyone, enought MS to catch up almost anyone, enought damage done, and more than enought dodge/block debuff
Swash is an ace for casters and critters

BTW they didnt change the crit chance or crit damage, they only touched the ignore defense, yeah they could bring it back at 100% but it would just allow that every hits goes through defense, boosting the overall damage, but their crit chance has never been changed idk where you saw that

Perma stun shoud NEVER be a thing, imagine you are fully buffed in a team fight, your mates are on a target or helping the one being targeted, they need your debuff to be able to kill, a solo side critter is able to lock you out, its bullshit

Stun needed that change, definitely, but for me the fact a critter stops for a split second when trying to hit someone running is BS, that has to be fixed, and adding range would do it. We should do a dedicated post for that or put it in the community balance project one. I dont know what we can do yet, but i believe if we all think about it we can figure something out

Have a good day


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LeafaSenpai

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Re: Feedback - actual stun update
« Reply #33 on: May 01, 2026, 03:49:00 PM »
Its still true that critical was always the weaker combo and caster always had the upper hand in teamfights.

The crit damage might be high, but the chance of hitting it are very low since everyone beeing targeted run.

With the server desynch its hard for critters to kill without locking someone in place.
So maybe increasing the range or AA would help (from Wonder cloak)
Or bring back the crit at 100%, the 80% nerf was to nerf ignore elem characters. There was no need to nerf the crit chance in my opinion.
Also you guys keep saying there was no counter to ignor elem, where thats not true.

There is also the point that with crit combo, you lack Skill block debuffs to hit those important debuff. So you rely on having a swash on your team or you will lose any fight.

For caster there is already the easiest combo with 100% debuffs like on sorc/mage/archer/hunter which destroy most classes on DPS uniques...

Dont get me wrong, beiing lock stun was not good,
But
Critters keep getting nerf after nerf.
They need something in return to make them viable if the stun is not a priority option anymore.

they cannot hit constant ? you didn't play enough Eijun that shows it
even with 80% ignor def classes can still hit you constant thats why the stun lock was there even on full buff without debuffs !!
and no the change on stun didn't nerf the crit classes since they can still fuck you up with almost no debuffs since some classes can be support like archer and sorc and debuff 30% dodge and block with unblockable skills .
with thats change to passive critters got a huge boost on damage , slayers on full buff can hit another classes more than 15k with only his crit res debuff XD
right now the fights feel more balanced and more skill related now

Aook

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Re: Feedback - actual stun update
« Reply #34 on: May 01, 2026, 03:53:20 PM »
For fuck sake, the ignore defense doesn't affect the attack rating or the accuracy....

Ignore defense will just make the hit that you make goes throught the target defense, so making higher damage due to the fact that you ignore it....

Attack accuracy on all critters is at least 75% (if not 80 for all of them), some classes do have a slightly higher attack rating but that can be compensated by their damage.

For the fact some hit misses, its due to the attack speed bug that happens, with hits not registering, which has been reported ages ago, and no suitable fix or permanent fix has been found yet.
The main issue is that critters when running behind someone and trying to hit them, they stop for a split second, thus making them not hit. That is the issue to be addressed, not an accuracy one/crit chance or crit damage....



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