cormack12
Gold Member
Just platinumed Jedi Fallen Order and while overall it's a solid game, there were some instances where jank and poor design got in the way. And it led to me thinking about getting stunlocked in different games. There is nothing more frustrating and at times, it felt like Dark Souls 2 at some points, so yeah stunlocking is s shitty mechanic and it baffles me how it still makes it into games.
The art of stunning an opponent is to immobilize them in order to replenish stamina/mana/health or for crowd control when in a many to one encounter
Stunlocking in particular is a manipulation of the system where you can stack stuns. This basically means reapply the stun before the current one has expired, leaving the opponent 'locked'. Another reason for stunlocking is not giving a way to break the stun (either ability or consumable item based). There are byproducts of stunlocking that come via poor interrupt mechanics as well, usually when facing down several mobs/enemies. If their attack precendence is not managed and your block/interrupt is not quick enough then as an enemy finishes an attack, another one lands forcing you to be locked into a neverending stagger.
Developers can manage stunlocking in a number of different ways. The first and easiest is via resistances (either attribute based, ability based or item/trinket based). You can manage it via the game mechanics in that the time to be stunned is managed by a different mechanic. Usualyl the most common is stamina. The player is stunned, but the opponent damage becomes turn based in that they can only wail on you until the gauge is depleted. The opponent comes out of stunlock with full stamina, so it's a bit risk/reward. Then there is range push - so you can land an attack on a stunned player but the ipact pushes you (the attacker) back and out of range. So when the player leaves the stun debuff they have time to roll away/evade. Stun can also take them out the game - as in, it drops them to the floor and makes them unhittable until the recovery period has expired. This is purely an effective crowd control mechanism.
This is very cheap and really frustrating but when it's also coupled with a very deliberate animation system then it becomes exacerbated to the point of really taking away from the experience.
I'm not sure if infinite 'juggling' counts as stunlocking but I'm guessing so?
It's an issue that has plagued games like Warframe, Dark Souls, Witcher 3, Anthem, Conan, Dead Cells and Fallen Order. Why is it still a thing - especially in PvP. It's just pure cheapness
The art of stunning an opponent is to immobilize them in order to replenish stamina/mana/health or for crowd control when in a many to one encounter
Stunlocking in particular is a manipulation of the system where you can stack stuns. This basically means reapply the stun before the current one has expired, leaving the opponent 'locked'. Another reason for stunlocking is not giving a way to break the stun (either ability or consumable item based). There are byproducts of stunlocking that come via poor interrupt mechanics as well, usually when facing down several mobs/enemies. If their attack precendence is not managed and your block/interrupt is not quick enough then as an enemy finishes an attack, another one lands forcing you to be locked into a neverending stagger.
Developers can manage stunlocking in a number of different ways. The first and easiest is via resistances (either attribute based, ability based or item/trinket based). You can manage it via the game mechanics in that the time to be stunned is managed by a different mechanic. Usualyl the most common is stamina. The player is stunned, but the opponent damage becomes turn based in that they can only wail on you until the gauge is depleted. The opponent comes out of stunlock with full stamina, so it's a bit risk/reward. Then there is range push - so you can land an attack on a stunned player but the ipact pushes you (the attacker) back and out of range. So when the player leaves the stun debuff they have time to roll away/evade. Stun can also take them out the game - as in, it drops them to the floor and makes them unhittable until the recovery period has expired. This is purely an effective crowd control mechanism.
This is very cheap and really frustrating but when it's also coupled with a very deliberate animation system then it becomes exacerbated to the point of really taking away from the experience.
I'm not sure if infinite 'juggling' counts as stunlocking but I'm guessing so?
It's an issue that has plagued games like Warframe, Dark Souls, Witcher 3, Anthem, Conan, Dead Cells and Fallen Order. Why is it still a thing - especially in PvP. It's just pure cheapness
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