12-20-2022, 05:44 AM
ok time for the real post
There will doubtless be a spell balance change coming with THE UPDATE™
However, you don't want to just break the kneecaps of every stun as the game would, again; Become very same-y. You'd see no innovation as people stack hard in immunities or root combos with little/no in-between. Optimally you went every build/tree to have its own flavor and nuances which make it attractive to a certain playstyle or roleplay trope as opposed to just comparing spells to one another each and every time. (Apples to oranges.)
While stuns do seem to be the largest offender of crazy one-off builds; the whole point of them is to be a very brief thing which allows you to quickly achieve an otherwise difficult to land spell. (Beams, etc.) The best solution as stated above without completely shifting the state of the game would probably be;
Place water whip behind an intermediate slot and bring a new spell in to replace it. (Soon?) Wanting a higher investment on stuns which start off your combo isn't necessarily a bad change to the health of the game + the power of whip spells have generally been above average ever since they were changed to be made easier to hit.
As Chance stated, the holy stun is an intermediate and doesn't seem to be a massive offender - As it requires both investment and the need to get close to your opponent.
The LARGEST offender by far has always been pyroclasm as it was a relatively cheap / low cost stun which could be slapped into a lot of builds while achieving powerful spells alongside it. (Bang - As well as fire access, etc.) Providing constructive ideas / concepts to handle stuns in a better way is naturally way more important, in a way that doesn't have every single spell in the game function the exact same as one another. (Thank you to everyone who has been doing so!)
There will doubtless be a spell balance change coming with THE UPDATE™
However, you don't want to just break the kneecaps of every stun as the game would, again; Become very same-y. You'd see no innovation as people stack hard in immunities or root combos with little/no in-between. Optimally you went every build/tree to have its own flavor and nuances which make it attractive to a certain playstyle or roleplay trope as opposed to just comparing spells to one another each and every time. (Apples to oranges.)
While stuns do seem to be the largest offender of crazy one-off builds; the whole point of them is to be a very brief thing which allows you to quickly achieve an otherwise difficult to land spell. (Beams, etc.) The best solution as stated above without completely shifting the state of the game would probably be;
Place water whip behind an intermediate slot and bring a new spell in to replace it. (Soon?) Wanting a higher investment on stuns which start off your combo isn't necessarily a bad change to the health of the game + the power of whip spells have generally been above average ever since they were changed to be made easier to hit.
As Chance stated, the holy stun is an intermediate and doesn't seem to be a massive offender - As it requires both investment and the need to get close to your opponent.
The LARGEST offender by far has always been pyroclasm as it was a relatively cheap / low cost stun which could be slapped into a lot of builds while achieving powerful spells alongside it. (Bang - As well as fire access, etc.) Providing constructive ideas / concepts to handle stuns in a better way is naturally way more important, in a way that doesn't have every single spell in the game function the exact same as one another. (Thank you to everyone who has been doing so!)

