At first I was going to report this as a bug, but I thought it might affect the making of enemy skills/actions in the future, so I decided to report this as a feedback.
I am playing with a stun build. (Primalist, Maul)
I don’t recall if this problem has existed before, but I have noticed that in some cases the stuns make the bosses attack more aggressive.
I have detailed it below, but the feedback I most want to give you are 1 point.
・Enemy skills that act like channeling should be cancelled by the stun.
I understand that in 1.1, stuns are less effective against bosses.
But I think this issue is a separate issue from the fact that it is now more difficult to stun them. Also, I think this is a little different issue from wanting to give the boss a chance to attack.
It does not look like channeling, but rather that the traps or projectile type skills, once activated by the boss, I think it is normal that continue to be activated even if the boss is stunned. These skills does not contain a below list.
(Such as abomination’s necrotic dot floor*1, Argentus’s Crossbow from the Arena)
It should be emphasized that this is just a result with the using maul skill of the Primalist’s werebear form.
It is unknown whether stuns caused by other skills will have the same result.
Needs the most improvement I think.
A
The skill continues to activate even after being stunned, even though the motion is like a channeling skill.
Stunning during activation moves the attack to the next phase, and the enemy’s attack becomes more aggressive, as a result.
B
Before activating the skill (while displayed a telegraph), the skill can be canceled by stun.
But the skill will continue to be activated even if stunned during activation, even though the motion is like a channeling skill.
Stunning during activation moves the attack to the next phase, and the enemy’s attack becomes more aggressive, as a result.
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Below are a different issues from what most I want to argue this time.
Needs the improvement I think.
C
Once the telegraphing is displayed, the activation cannot be canceled even if the totem is destroyed.
D
For some reason it is not possible to stun by melee attack during the skill motion, but it is possible in Warcry.
E
Stun cancel is impossible.
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List
Rahyeh
A
Void skyfalll, Void Flare
Volcanic shaman
B
Torch flame
Julra
A
Catastrophic implosion
Elder Gasper
A
Doom Blast, Frozen Ice storm
C
Flame burst (from totem)
Lagon
E
Both tentacles can stun, but that doesn’t make sense. This is understandable, of course, since it is the tentacles that are the target of the attack, not the ragon itself.
However, in the current, the stun is almost meaningless against Lagon.
Heorot
D
Frost beam
Other Rare Enemies
E
The cold breath *1 from imperial enemies (it seem that added from uprising event)
The Necrotic laser beam *1 from imperial watchers.
Nemesis
E
Red breath *1 from Bleed type Nemesis
*1 I don’t know the official skill name.
These doesn’t cover all the skills of all enemies, but these are the ones that I felt were especially strange while playing the stun build.
I kind of understand it is difficult to deal with stun mechanics in the game, but it would be nice to have some sort of rules as to what types of skills can be cancelled and what can’t.
…Of course, my ideal would be to be able to cancel an enemy’s skill correctly if I invest in a stun.
Thank you for reading this!