Losing the desync on WSG would lead to a huge, and bad, change in the PvP meta balance, making some gimmick characters simply unplayable (wsg geddon druid), nerfing some already terrible builds (glass bowazons), and buffing characters who can get thrown off badly by sync (pallies in general), while leaving the most obnoxious forms of desync unchanged (charge, whirlwind). Nerfing weak builds, buffing strong ones, bad overall.
But losing the animation canceling on WSG just ends the pvp meta in any real form. Dueling games won't really be playable as long as mind blast exists and you can't just start shuffling around skill effects to compensate or come up with a replacement for WSG without warping the D2 metagame wildly- almost certainly for the worse- which is the opposite of what D2r is supposed to be
Quote (bobsyns @ Aug 23 2021 12:06pm)
I don't think they should fix the WSG. All they need to do is apply -50% decrease in stun duration in PvP for all the skills that apply Stuns. WSG on it's own has a lot of negative sides, I do not get the point why bringing all the negative sides back in just because of a possible ruling of chain stun trappers. Just adjust their skills to a point where you would need crazy FCR breakpoint to actually be able to stun lock someone for eternity.
mind blast could have 0.1 second duration instead of 10 second duration and it would still permastun someone by holding it down
what you're suggesting makes no sense in how stun works in D2. Stun length on its own is not particularly impactful, because it doesn't actually stun, it simply lowers the FHR threshold to any damage dealt, including the attack with the stun effect (shockwave, smite, mind blast, warcry all alike), and it applies to the attack that dealt it, so even with no duration at all any skill that can stun your opponent can permastun them by spamming it.
This post was edited by Goomshill on Aug 23 2021 11:09am