So I am going through patch notes, and I read something about a fix to stunned monsters. I've seen some people talking about it briefly, but has it truly been fixed? Is stun no longer dangerous?
There was a "Stun Fix"?
definitely odd considering biggest accomplishment so far
It was apparently a "partial fix" although its really made stun much worse. It no longer disarms certain enemies entirely, and instead just slows them down. This makes items like stagger storm almost entirely worthless for PvE... other weapons work better with it, but even so- stagger storm was incredibly useful before they nerfed it. I can't even use it to kill players and harvest their heat any more :(
Wiki.
"Stun is a status condition that will slow any action the victim tries to take. Both movement and attack speed are reduced significantly."
It's not suppose to "disarm" enemies, but only slow down their attack and movement speed. So Stun right now is working properly. For best result, try Stagger Storm with Voltaic Tempest.
Kudo to Nick for all his hard works on this one. It's a bit late of course but it's better than nothing.
Am actually unsure what you mean as well, Fehz. If, by "disarm", you mean they way the acted with the bug, then yeah it's stopped doin' all that, but at the same time; s'doin' exactly what it's meant to do. Means it works a treat in places like FSC, especially with zombies who used to skate-glide-death-jump-withouht-warning
Aside. I have this feeling that the delay on Stun fix was due to departure of Andzrej, who was the real "engineer" (he wrote the engine Clyde that SK runs on). Since Stun is related to MSI and ASI, both are probably attributes that can only be fixed inside the SK engine. A partial fix is probably straight forward. A complete fix would probably need in-depth knowledge of how the engine works (and that guy is not Nick).
The hard part of the Stun fix is not to trace down the bug, but to make sure the fix doesn't blow up the rest of SK. So I wouldn't put too much blame on Nick for the delay of the fix.
So that's why. Maybe.
I suppose that day when he left, the team was looking a new lead engineer who can do the same/or using another kind of program to create.
In that case its an incredibly shoddy and unnecessary status effect and should either be removed or buffed considerably...
You can't, or shouldn't, attempt to use stun alongside another status unless you've got teamwork- in which case you will benefit from it, but not as much as you would using another strategy. Alternating stun and another bomb will inevitably leave enemies outside of the stun radius for short periods of time- which can result in confused team mates. Using it alone is pointless considering that you would be at an almost complete loss of damage.
Also consider that the definition of stun on the wiki was written as by a player... or at least I think it was. Is there any official definition of stun in game? And even if there is and I'm dead wrong- the game describes fire as being spreadable to enemies. Unless those enemies happen to be oilers, that isn't about to happen.
By "disarm" I meant completely remove their ability to attack. Mecha knights, almire knights and spookats in particular were left entirely unable to deal damage (except via the mecha knight "glitch" which causes shock.) This was the primary reason to bring stun over say, any other status. So why we would even want it "fixed" is beyond me at this point. This is, even if it was not intended to be so, a rather large nerf to stagger storm.
Sure you're using it right? It's incredible for places like LoA, where you have a lot of big guys and/or a lot of fast, nippy buggers. Brings the whole motion down to a crawl and even attack animations telegraph for longer for you to react to. Even with mixing it with two bombs (say, Stagger & AoA) you can get a large group in any average sized room kept permanently under wraps and burning while they're at it.
Also, in game it does describe stun as slowing targets movement and aspd.
Seriously, give it a try. I have been in a Vana party before and we managed with Stun and Shock only. It's funny to see all mobs just stood there and took damage from Shock.
I suspect Stun + Shock + Fire would make a very neat bomb cocktail combo.
Wasn't the main problem with pre-patch stun that it just made them move slower but they attacked at normal speed despite there animations being slowed as well?
The prepatch stun bug was that stun made enemies attack twice whenever it effected an enemy. It also, and still does, make enemies attack at a much faster rate when the stun wears off, catching team mates off guard... this is a large problem if you are trying to, say, switch between 2 haze bombs to stun+shock enemies constantly due to how incredibly quickly the stun wears off. If you have 2 people, there are better (but less entertaining) ways of killing them off anyway, downgrading stagger storm from a utility to a novelty weapon in my eyes.
Immediately after the patch came out, I ran FSC using primarily Sun Shards of all things.
Despite me being in Europe and playing on a US server, I was able to easily dodge and weave between enemies as a result of them constantly being stunned.
I suspect Stun + Shock + Fire would make a very neat bomb cocktail combo.
I prefer stun+poison.
I think the main problem with the pre-patch stun is that there are attack animation skipping and so you could get hit by invisible attack (which you can't evade). That problem seems to be gone now.
I think the duration of Stun still need to be balanced. It wears off still too quickly, making it difficult to alternate between haze bombs.
So maybe with this stun fix, new shard bombs would become useful?
Yup, fixed.
Personally, as I've said on many other threads, I was half-expecting a "Woohoo, stun is fixed!" celebration coupled with promo, free hats and custom sprites for the occasion.
All it got was a one-liner at the bottom of patch notes about the hallow costumes ¬¬