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Aug 31 2023 03:54am
Can someone explain to me how FHR mechanics works now in D2R (current patch)? I still am confused as to why people are suggesting now to LOWER the FHR value of your character and how it helps in D2R PvP current state.
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Aug 31 2023 04:41am
if your character takes a certain fraction of the max HP as dmg, then there is a chance that your character goes into hit recovery. this means that you cant do anything for a certain duration (so basically a stun). faster hit recovery reduces this duration, so the stun does not last as long
in D2R they introduced an immunity time to this effect in the following way: once your character has been sent into hit recovery, it cannot be sent to hit recovery for that immunity time (dont know the exact length here, have to google that). this means you get much less often into hit recovery (especially stun chains are less likely or even impossible now) and thus reducing the length of hit recovery time is less important
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Aug 31 2023 05:28am
Stun is trigged by:
- LifeTaken tresholds
- Knockback
- Stunswirl

In pvm it works the same as always, except they removed the wsg functions. So when that laghell of a monster starts hitting you 1 screen away u cannot wsg out. Still pvm'er seems to love this state.

In pvp, it takes away players inputs, and instead put it static in the game, you can only be stunned like once each second. So you can freely tele out of "stunlock" cause there is no such thing anymore.
The stunner don't have to fight to keep you stunned, cause that is impossible due to current game mechanics.
The stunned don't have to fight to break stun, cause the game does that for you....

aka. skillcaps are lowered and all the noobs who plays this game for 3 months before they move on to the next one are happy. And blizzard ofc wants them to end up at D4.

This post was edited by gel87 on Aug 31 2023 05:29am
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Aug 31 2023 05:36am
Quote (gel87 @ Aug 31 2023 07:28am)
Stun is trigged by:
- LifeTaken tresholds
- Knockback
- Stunswirl

In pvm it works the same as always, except they removed the wsg functions. So when that laghell of a monster starts hitting you 1 screen away u cannot wsg out. Still pvm'er seems to love this state.

In pvp, it takes away players inputs, and instead put it static in the game, you can only be stunned like once each second. So you can freely tele out of "stunlock" cause there is no such thing anymore.
The stunner don't have to fight to keep you stunned, cause that is impossible due to current game mechanics.
The stunned don't have to fight to break stun, cause the game does that for you....

aka. skillcaps are lowered and all the noobs who plays this game for 3 months before they move on to the next one are happy. And blizzard ofc wants them to end up at D4.


good marketing if you ask me
bring back the fan favorite of the series in a remaster a couple of years before bringing out a slightly higher than normal prices game in Diablo 4
before bringing out d4 also add so much stupid shit to a game that you break it or make it too easy, everyone flocks to your new expensive game to atleast try it out.

$$$$$
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Aug 31 2023 05:43am
Quote (straightedgerevenge @ Aug 31 2023 01:36pm)
good marketing if you ask me
bring back the fan favorite of the series in a remaster a couple of years before bringing out a slightly higher than normal prices game in Diablo 4
before bringing out d4 also add so much stupid shit to a game that you break it or make it too easy, everyone flocks to your new expensive game to atleast try it out.

$$$$$


Yes it is, but theese companies are playing the short game. Barely any1 left playing diablo. Barely any1 left playing cod.
Many cod players actually ended up in d4, but i guess it will die out as well pretty quick.

So yes, they do things to maximize profit short turn, but over longer time they may be that unrelevant company that is known to make shit games that are not worth to buy. Living on old good reputation is not easy when you destroy that repuation urself.
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Aug 31 2023 07:17am
Thank you all for the inputs. Yes i've known pretty much the basics of the hit recovery aspect and how it works. I was just curious how reducing your FHR would be MORE beneficial for your character. that with standard FHR breakpoints needed (as in D2LOD).
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Aug 31 2023 07:36am
Quote (Aiuraaa @ Aug 31 2023 09:17am)
Thank you all for the inputs. Yes i've known pretty much the basics of the hit recovery aspect and how it works. I was just curious how reducing your FHR would be MORE beneficial for your character. that with standard FHR breakpoints needed (as in D2LOD).

Not sure exactly what you’re trying to say but people sometimes go with a lower fhr breakpoint in pvp now because it’s less important since you can almost always tele away after 1 hit.

This post was edited by Void511 on Aug 31 2023 07:37am
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Aug 31 2023 08:02am
Quote (Aiuraaa @ Aug 31 2023 05:54am)
Can someone explain to me how FHR mechanics works now in D2R (current patch)? I still am confused as to why people are suggesting now to LOWER the FHR value of your character and how it helps in D2R PvP current state.


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.
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Aug 31 2023 09:16am
Quote (Underz @ Aug 31 2023 10:02am)
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.


So people are capping fhr breakpoints as a rule set now? I assume this is specific to tpk. Is it being applied to gm1v1 as well?
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Aug 31 2023 09:48am
Quote (Void511 @ Aug 31 2023 11:16am)
So people are capping fhr breakpoints as a rule set now? I assume this is specific to tpk. Is it being applied to gm1v1 as well?


We are for druid only at this point, for teams and our automated 1v1 NVD mirror ladder.

If we did other 1v1 tournaments, then no we would likely open druid back up to 99.
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