Make Blizzard Er Faster

  1. Make Blizzard Er Faster And Run

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I’v seen discussion about this in other threads just wanted to give a humble opinion on it.First off I feel like it is just a realistic aspect of combat. If somebody clobbers you with a huge club over the head why would somebody seamlessly strike through it.Secondly it adds a bit more strategy to combat especially before your character is totally geared out where you actually have to be aware of the mobs around you and understand positioning so you aren’t getting stunned and stuck in a swarm.Thirdly it adds to itemization as a logical and important consideration. It could even come into play with skills/passives/talents.

Well if they brought it back I would not complain.One thing I noticed during the Rhykker demo video at Blizzcon - He was playing a Barbarian, he was talking to a developer and not playing the character and he got mostly surrounded and lost hardly any health - I also did not see the toon move much, like almost unaffected by all the little hits from the fallen. Hope that changes before release, surely. No hit recovery would of meant that barb would have been nearly stun locked! It’s definitely a stat that would keep you from wanting to get surrounded unless you had enough hit recovery. Heck they could change the name of the skill for all I care!

Cyonan:Personally I find the whole stagger mechanic is neither fun, nor does it add anything to the game.If mobs in Diablo 2 were both capable of staggering you and they had you swarmed, you were likely going to die anyway.The strategy was not letting yourself get swarmed when you didn’t have very high max HP. The addition of stagger didn’t really add anything in my opinion.The problem is that bosses are immune to CC spells.

That makes some builds unefficient to them. I like the idea of a stagger bar too. It allows all builds to be playable.Stacking Crowd controls could also decrease boss resistances. Thanks for the topic ev1.

The idea of stagger bar mechanic was (I suppose?) mine, and despite the itemization changes, would still like to see some “revolutionary” changes when it comes to “survivability” mechanics in the game (other than RNG) and that’s like one (if not the exact main) reason to suggest itALSO - it’s better to have less mobs being more effective Being swarmed isn’t fun (well, for some classes), as well as being 1-hit by an Ogre producing instant stun isn’t fun either. Lostariel:Though I could see how such a mechanic might “trigger” extra-safety by some players (HC or newer/inexperienced players) to basically go AFK/OOC more often in order to “reset stagger” before continuing.Personally I wouldn’t want to see anything like this implemented if it wasn’t on a per fight/engagement basis.

Make Blizzard Er Faster And Run

So if it was done that way it shouldn’t be an issue because if there was a “stagger bar” or whatnot instead of the FHR concept I would hope it kind of reset quite quickly when you weren’t immediately engaged with enemies. The possible ideas to “balace things out” are things like the following:Ofensive CC affixes.% increase per first hit.% increase projectile or telegraphed attack hit.% increase per skill (Frostbolt or Bash for ex.)Defensive CC affixes.% Faster decay rate. Reduction per hit received (both - flat or%). Unstoppable procs per skill (think of WotB, Whirlwind, Trample, Conduit).% Reduction per peel or mobility skillNot quite the much RNG per-hit possible affixes, but think it’s “still branchable enough” to allow making of builds. Someone might want to build Meteor do more damage, others might want the higher stagger/freeze per hit, or, one might want to build faster fury buildup and damage, other might want to be not as easy slowed/stunned/freezedThe good part is that every class has both types of abilities (mostly) and even if not quite the case, can make those things be buildable by talents/gear (or skills). Ideas:. Dash could have various iterations, with damage reduced.

They could transform Stamina into fatigue, with various consequences. they could introduce a new affix for physical properties based on how fast your character attack with a weapon or a wand with your first attack.Currently there is no attack speed for the first attack: It’s instant damage. There could be a property for consecutive damage taken. Consecutives damage could be reduced with certain attributes or affixes. They could make the character’s physique influenced by the sun and weather. They could make the character’s physique influenced by terrain, slopes, having feets in the mud, water, walls explosions, objects explosions.

There could be a resistance to resist to be slightly pushed back while taking damage. some spells could have a cast delay that could be slowed down when taking damage.