Stubborn nerf and general addition of no knockback/player hitstun on full damage negation
Y
Your_Neighbor_Nat
TL;DR
Stubborn is nerfed to be -1 damage and 50% knockback reduction on Dash/Jump, while full knockback/player hitstun negation is expanded to any time damage is fully negated
---------------------------------------------------------------------
This is a suggestion for:
- A nerf to stubborn
- A general addition regarding knockback + player hitstun negation
---------------------------------------------------------------------
- A nerf to stubborn itself
Currently: "Dashing or Jumping right before you get hit will reduce the damage you take by one, and you will take no knockback."
Changed to: "Dashing or Jumping right before you get hit will reduce the damage you take by one and greatly decrease the knockback you take."
(Dashing/Jumping with Stubborn would cause a 50% reduction to knockback, halving knockback in general, and negating Volatile's 50% explosion knockback buff while somewhat mirroring the language used to describe volatile)
- A general addition
When fully negating the damage a structure deals, its knockback and player hitstun is also fully negated.
---------------------------------------------------------------------
With these changes in combination, Stubborn would still have knockback/player hitstun negation against disks (unless they are damage boosted through something like Surge), but so would Adamant, Guard (presumably), and possible future damage reduction shift stones, resulting in Stubborn not owning a monopoly on this.
When combining any damage negation options, full knockback/player hitstun negation could only reach so far, allowing for larger/grounded/moving structures to still cause knockback/player hitstun even if part of the damage is negated.
Stubborn would maintain a knockback advantage against larger structures, since it would have 50% knockback reduction. This would help maintain Stubborn's identity and act as a mirror to Volatile's 50% explosion force increase.
Surge and possible future damage boosting shift stones could act as counters to full knockback/player hitstun negation since they could help with piercing through full damage negation.
Due to an expanded range of knockback/player hitstun negation options, this may also act as a nerf/counterplay addition to Explode/Volatile explosions since the explosive force would presumably be fully negated if damage from the structure was as well, possibly encouraging the application of Explode on larger structures when facing players with more than one damage reduction stone.
Log In
F
FuturePast
I think full knockback reduction on hits that get their damage fully negated is a very good idea, mainly because right now when you take no damage, it is not very clear. You either have to look at your health bar, which is distracting sometimes, or somewhat infering it, like "hmm I hit my enemy with a disc like 3 seconds ago so did my adamant buff protect me..." But taking no knockback would really help with understanding the situation. It doesn’t get much clearer that this.
Y
Your_Neighbor_Nat
Link to another suggestion that might also be nice to make Stubborn more readable: