2012-09-05, 06:15 PM
byakugan Wrote:I find the incomparables example in the video pretty obvious and can easily apply to both PvP or PvE. Say you got 2 chars, one that can stun targets and another one that can teleport. While the teleporter can move faster from target to target and therefore kill and train faster, the stunner can stun the monsters while he kills them, thus reducing the potions he uses and turning cheaper.
Stunning to save potions is kind of a moot point when the latest RPGs have moved away from potion spamming. In MS's case many classes have a way to heal up HP now, have monster damage more smoothed out via more defensive abilities/passives (either high defenses, avoid, or a combination of the two), or simply abuse the power of NLC potions.
Least in newer games, stuns in PvE are used to stop monsters from using some of their deadliest moves or to allow a the group members to go all out. Overall I'd prefer more mobility in PvE.
In PvP, I find stuns to be much more dangerous. Higher mobility is very annoying, but getting stunned and focus fired can usually mean the end of your team. Two examples I can think of:
1. LoL/MOBA games in general: 2-3 Champions ganging up on one loner? Stun target, all enemy champions can go all out. Target is usually dead in that one assault. Correct me if I'm wrong on this, but I've seen this happen to my friend quite a few times.
2. WoW: There's a reason crowd control (usually stuns) is so crucial in PvP, and why Rogue stunlocks are so loathed.
I'd also bring up TF2, but there's only one real stun ability in that game (Sandman) and the other stun ability is not really useful outside of just messing around (Holiday Punch). And there's a reason why stun weapons are so far and between; getting stunned in an FPS is usually death.
Higher mobility in PvP is still really useful/good. However, in PvP that main idea is you gotta kill your opponent, and there's only so much running room before you gotta head back or your enemy finally catches up to you. So if I were to pick between stunning my opponent or be able to outrun them, I'd take the stuns. Besides, forever kiting leads to more room for error, and also gives your enemies time to rethink their strategy. The games also last longer, which can get boring at times.

