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less stun shields = chain stunning abuse

AuthorMessage
Astrologist
Aug 21, 2009
1205
Four stun shields upon first stuns were put into place for a reason, and that reason was to help limit chain stuns. Dropping the stun shields down to two from four is pretty much saying to fire that if they get three or more fire players on a 4v4 team that they can permanently place the other side into chain stuns, or in game play it means that they can chain stun whatever they go up against which makes things very dull, even more dull than those that constantly use dispels to avoid all large in game attacks. In terms of PvP, I think upon initial stuns you should get at least one stun block shield in relationship to the table size (1v1 = 1 stun block shield, 2v2 = 2, 3v3 = 3; 4v4 = 4 ... which again implies that different PvP table sizes should have different programming rules as programming that makes things play well and fair in 4v4 often conflicts with what programming makes 1v1 play well and fair).

Astrologist
Jun 04, 2010
1008
seasnake wrote:
Four stun shields upon first stuns were put into place for a reason, and that reason was to help limit chain stuns. Dropping the stun shields down to two from four is pretty much saying to fire that if they get three or more fire players on a 4v4 team that they can permanently place the other side into chain stuns, or in game play it means that they can chain stun whatever they go up against which makes things very dull, even more dull than those that constantly use dispels to avoid all large in game attacks. In terms of PvP, I think upon initial stuns you should get at least one stun block shield in relationship to the table size (1v1 = 1 stun block shield, 2v2 = 2, 3v3 = 3; 4v4 = 4 ... which again implies that different PvP table sizes should have different programming rules as programming that makes things play well and fair in 4v4 often conflicts with what programming makes 1v1 play well and fair).


You make a good point from a PvP perspective, but I would like to add that they are adding stun resistant gear as a means of compensating as well as finally preventing earthquake from dropping stun shields.

Astrologist
Aug 21, 2009
1205
gtarhannon wrote:
seasnake wrote:
Four stun shields upon first stuns were put into place for a reason, and that reason was to help limit chain stuns. Dropping the stun shields down to two from four is pretty much saying to fire that if they get three or more fire players on a 4v4 team that they can permanently place the other side into chain stuns, or in game play it means that they can chain stun whatever they go up against which makes things very dull, even more dull than those that constantly use dispels to avoid all large in game attacks. In terms of PvP, I think upon initial stuns you should get at least one stun block shield in relationship to the table size (1v1 = 1 stun block shield, 2v2 = 2, 3v3 = 3; 4v4 = 4 ... which again implies that different PvP table sizes should have different programming rules as programming that makes things play well and fair in 4v4 often conflicts with what programming makes 1v1 play well and fair).


You make a good point from a PvP perspective, but I would like to add that they are adding stun resistant gear as a means of compensating as well as finally preventing earthquake from dropping stun shields.


programming the game in such a way that players have to use junk equipment they normally never would want to use just doesn't seem like a good plan to me, lol

Administrator
We are looking at how to address this for PvE as well as PvP, but since this is a very sensitive issue, we are taking a little more time to fully test it out.



community@wizard101.com
Geographer
Nov 22, 2010
836
Professor Greyrose wrote:
We are looking at how to address this for PvE as well as PvP, but since this is a very sensitive issue, we are taking a little more time to fully test it out.



Just modify the spells so that IF the players are in the arena, there are 4 stun shields and IF they are not, there's only one

Or

fix PVP corrently:
Disallow pets
Disallow treasure cards
Disallow the deck side boar
switch the plaeyers into PVP gear automatically when they enter the arean
Allow no spells but what is in their deck.

Force the PVPers to use skill, not rely on gadgets

Astrologist
Aug 21, 2009
1205
Professor Greyrose wrote:
We are looking at how to address this for PvE as well as PvP, but since this is a very sensitive issue, we are taking a little more time to fully test it out.



I would advise making different rules for PvP and PvE. In PvE you have made it so stun shields no longer work upon bosses as they kind of ruin the game, so this is a PVE rule. We need PvP rules like that, and those rules should be different based upon 1v1 and 1v4 type play as what works well in one creates problems and does not work well in the other.

Defender
Oct 31, 2009
175
crystalwizard12345... wrote:
Professor Greyrose wrote:
We are looking at how to address this for PvE as well as PvP, but since this is a very sensitive issue, we are taking a little more time to fully test it out.



Just modify the spells so that IF the players are in the arena, there are 4 stun shields and IF they are not, there's only one

Or

fix PVP corrently:
Disallow pets
Disallow treasure cards
Disallow the deck side boar
switch the plaeyers into PVP gear automatically when they enter the arean
Allow no spells but what is in their deck.

Force the PVPers to use skill, not rely on gadgets


That would not "fix" PvP it would however make it more balanced but less fun. Personally I think stuns should work a bit different.

When you get hit with a stun you should get 2 resist shields. If you use stun shield spell you get 3 stun block and if you use stun and crit block you should get one shield as well as the aura.

Earthquake should not break absorb shields either unless the damage does so. Nor should pierce or shatter. An absob shield is different then a resist shield and actually cost pips. I hate when I use my pips to cast absorbe and it is busted by a 0 pip spell.

I was in a match today where fire was using back to back stuns, it would not be such an exploit if you got 2 stun shields instead of 1 but 4 is too many.

Adherent
Mar 18, 2009
2737
Tragamite wrote:


When you get hit with a stun you should get 2 resist shields. If you use stun shield spell you get 3 stun block and if you use stun and crit block you should get one shield as well as the aura.

Earthquake should not break absorb shields either unless the damage does so. Nor should pierce or shatter. An absob shield is different then a resist shield and actually cost pips. I hate when I use my pips to cast absorbe and it is busted by a 0 pip spell.

I was in a match today where fire was using back to back stuns, it would not be such an exploit if you got 2 stun shields instead of 1 but 4 is too many.


You can get a two stun block shield. It is from the trainer in Wizard City.