Quote (Underz @ Aug 31 2023 10:02pm)
Hello sir ;-)
The immunity frame in d2 has made the dueling experience more of a trade fest than a mechanical one. Historically, the damage done vs life pool total = FHR. So depending on your character you could nearly 100-0 someone off a well timed stomp, such as a druid with low life, catching a necro off guard with a "god" stomp. Now, after one lick of damage, either the proc tick from hurricane or one nado, the necro can teleport away for free. Three scenarios, first, let's say the hurricane tick procs, he can teleport away before the nado comes out. Second, he nados once and it does FHR him due to damage done, necro is stunned for his FHR animation duration, once he is finished his FHR animation, he is immune to any more attacks that can FHR him for 10 frames, so he can teleport away endlessly for those frames or trade damage. Third, the nado hits the necro and does not FHR him, he can teleport away right away and is immune to any FHR for 10 frames.
If you think about this in a team setting, you can have a barb leaping or a sin mindblasting someone. If they leap, they are KB'd and then 10 frames of immunity.... so imagine barb leaps a druid, and then the barbs teammate druid sees his is leaped and stomps him to nado. You'd expect the leaped druid to take damage first from the stomping druid right? Wrong, the leaped druid can upnado and connect first because they are immune. Sins are the same way, but they at least apply the swirl buff that other characters can play off, but even then - first tick of damage puts them into FHR then they are free again for 10 frames even with swirl on their head.
So why are some communities lowering the FHR?
The lower the FHR, the longer someone is stunned for, which means the team has a tiny fraction longer to try and capitalize on a stun. We just reverted druids from 99 to 63, and I have been playing druid in teams recently and it is noticeably different but not a game changer in terms of a fix to the shit gameplay we are given since patch 2.4.
This is by far the most comprehensive explanation so far. I will try to simplify this and
PLEASE CORRECT ME if i'm wrong here:
So basically this means that the D2R FHR "nerf" directly states (or indirectly) that after a player has been put into FHR animation (and finishing the animation itself), that player will be immune to
SUCCEEDING attacks that might put him into FHR for 10 frames, in which case he/she can either a.
Teleport away, or b.
Trade damage so that you can put your enemy into FHR animation while you are in "invulnerability frames" before teleporting out.
Also, now i get why some ppl tend to lower their FHR. It's due to the RULES set upon that community/tournament, but it's really not a beneficial thing to lower FHR frames especially on pub games, correct?
Additional question: Does upping your FHR value increase also the invulnerability frames? or is it stable at 10 frames like you said?