Why stagger lock




















User Info: Gloomweaver. Their point is that you don't NEED to stagger unless it's required for a specific enemy. The chain will just build up and never reset. I haven't gotten that far yet so I don't really have an opinion, though.

User Info: mack If you put a stagger lock weapon on each active party member then there is no way to stagger enemy User Info: Aero User Info: Steelguard. User Info: KlamKL. I can't think of ANY situation where triple stagger lock is a good idea.

More importantly, their chain resistance drops to zero, which allows you to rapidly build up their gauge. Furthermore, many enemy attacks become interruptible and most ground enemies become launchable, which allows you to use heavy offensive paradigms with impunity.

Last off, making use of limit moves obviously necessitates staggering. Psycho What about Atticus? Have you looked at the stagger point of most turtles? Of course, this is negated assuming the enemy needs to be staggered to be beaten or has a lot of HP and a low stagger point Although I've yet to find one with a very low stagger point and a lot of HP. And as to juggling: Aren't most end-game enemies immune to launch anyways?

User Info: Aceviper. If you are getting to on atticus you are doing something wrong and for turtles, its not for a short time its basically for the whole battle since thats how long it should take and most things are not immune to launch even late on. More topics from this board Here's a list of weapons with their catalysts. Former Cid's Knight Former Editor.

Some weapons have beneficial attributes e. Other weapons have negative attributes e. Stagger Lock which is a trade-off for better stats. None are objectively better than others; it depends how you use the characters. For instance, I have Fang equipped with her weapon that has Stagger Lock, because it has the highest combined Strength and Magic stat.

She is a badass with it, and I let my other two characters, who are predominately Ravagers, cause the stagger. Former Editor Hosted the Ciddies. Having a party full of a Stagger Locked weapons would just be silly though.

Last edited by Goldenboko; at PM. But I don't use Fang very much anyway. I like having the option of the Tri-Disaster paradigm. Having one character with a Stagger Lock weapon, even one that's often a Ravager, should have negligible, even unnoticeable, difference in staggering. Stagger Lock does not affect the raising of the stagger bar in any way, so I have still been able to use Fang as a Ravager and Saboteur with great effectiveness arguably even more effectiveness than otherwise, since that has a great boost to Magic as well.

Those who were adamant about not having stagger and to a lesser degree not being able to block cancel, do you still feel the combat is better without it?

If so, why? I can never stagger the mobs, but they sneeze on me and I reel about like a drunk on a tilt-a-whirl for the next 60 minutes. Stagger can be brought in without a stagger lock issue. Example being stagger immunity for a couple of seconds if you yourself have been staggered for a certain amount of time. It can be done without stagger lock issue. Like I mentioned it could be brought in with better implementation. The entire combat system is guilty of this in some capacity.

The weapons and skills themselves make no sense. Why can I summon Ice from the sky every 20 seconds but it also takes 20 seconds for me to remember how to whap someone with my shield? How come I need to craft arrows, but my spear and hatchets just magic themselves back into my hands? Well, when you describe some made-up form of stagger that was never in the game, sure, I can see why nobody would want that.

Stagger could be dealt with by blocking, using an ability with grit, dodge rolling, or abusing the two seconds of stagger invincibility you got after getting hit twice. Now we are forced to run a build with an insane amount of CC to kill people that run and are constantly popping consumables. World PvP in this game is in a very bad state because of the lack of stagger and whatever you are describing never existed in this game.

How would you implement it better? It was already good in closed beta. You could counter it by blocking, rolling, abusing stagger invincibility, or using an ability with grit which was guaranteed damage if they were mashing left-click.

You have a mechanic that affects players, and then you give players ways to counter it through game knowledge. The people who disliked it were the ones who wanted the PvP experience bonus but felt the need to complain about getting attacked while flagged.

They wanted to cry to the developers until it was gone.



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