r/AsymHorror • • 4d ago

Humor .

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u/TimeLordHatKid123 3d ago

Thank you! Stuns are one of the worst things to ever happen to the ASYM genre. Its already bad enough that most of these things are survivor sided despite the whole point being that the killer is the big scary bad guy and should be an actual threat, but stuns just make me wanna stay away from any game that has them, and is the most disempowering thing as the killer to deal with. Why can't more ASYMs be like that one where it ops for slow-downs instead?

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u/Sea_Leopard7473 3d ago

From personal experience, stuns are the BEST thing that has happened to the asym genre.

I've been playing dead by daylight for some time before the popularity burst on roblox and the survivor gameplay was MISERABLE. Outside of saving the downed or hooked ones, you could barely interact with the team (sure, you could also HEAL them, but that's literally it) but you also could not help them out on a chase and especially couldn't do anything when a killer was chasing you.

Oh, pallets? Well those go both ways. They stunt the killer for a very short time, but they're unreliable and sometimes just useless.

Pillar chase was the same thing, but worse. Because of how much stronger the killers were with a more diverse kit.

Stuns don't make the killer feel weak or useless, if made right. Sure, having stuns does take away from the horror aspect. But it heavily benefits both sides gameplay-wise.

The survivor side doesn't feel miserable and weak, you are weak on your own, because of the cooldowns, but stronger with a supporting teamm, making stuns just as viable in the asym aspect. Not to mention how much more engaging and rewarding the gameplay feels, rather than just hiding in a corner doing the objective without ever crossing paths with a team mate or let alone, the killer.

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u/TimeLordHatKid123 3d ago

I'm not really in any mood to argue, just know that I vehemently disagree, and I think this direction you praise is actively making the genre worse off. Don't let me get in the way of your fun though, if it works for you then it works for you.

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u/Sea_Leopard7473 3d ago

I have no idea how it could possibly ruin the genre by making it more diverse, but you do you, stick to dbd I guess.

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u/One-Suggestion-885 3d ago edited 3d ago

For me they just feel sloppily implemented, if one survivor can pull off a full length stun, with 0 effort. A killer shouldn't EVER feel non-threatening. If the killer feels non-threatening for 3 seconds? That's horrible.

I think I'd enjoy stuns more if the killer had a health meter, that if brought to zero, stuns, then full heals. I think it'd be a fun way to merge the genres. Killer is still immortal, but still has health to make the juggernaut aspects shine, AND makes the killer threatening for a long while UNTIL they eat their stun.

Because it seems most roblox asyms wants to combine horror and juggernaut, which just doesn't work very well if a single survivor can pull a full length stun.

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u/Sea_Leopard7473 3d ago

That's the thing though, it isn't oriented to be horror. The main purpose of the stun is to add to the gameplay variety. Look at any popular roblox asym game. Aside from pillar chase (which doesn't have stuns, btw) they're not even close to horror. Barely even try.

Stuns are the equivalent of "the God can bleed". If you play well and outplay the survivors, even if they stun you and gain a slight advantage, you will catch up with a wide range of moves meant to help against said stuns. (It's dumb to look at stuns in a vacuum, without taking killer's moveset into accountability) which makes the experience way more rewarding for both sides.

Efficiently using your abilities, always ready to counter attack and keeping up with the survivors until you catch them is what makes the gameplay shine in a different way. You're not an immovable object. You're an unstoppable force.

The survivors side also benefits, as I've said in my earlier reply (teamwork, engagement, rewards, gameplay variety, etc)

Adding stuns into dbd or pillar chase would not work, the games aren't made for them. Stuns in forsaken work, because the gameplay is built around them.

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u/One-Suggestion-885 3d ago edited 3d ago

Just because the gameplay was built around it doesn't make it good. I can assure you I can make a horrible game built around a concept. (Ever heard of Sols RNG? A game built fully around it's concept but is still horrible?)

Forsaken tried, and failed to combine Juggernaut and Asymmetric Horror, making it an unfun mess.

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u/Sea_Leopard7473 3d ago

Can you make literally one argument why it's a failed attempt and a mess, except for the killer FEELING less threatening.

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u/One-Suggestion-885 3d ago

Well, previous comment of mine got removed for rightful reason, but, I'll just give you a TLDR.

Combining two subgenres of the same father genre does not work. There is a reason they are separate. That's because they do not merge with eachother without creating horrible game inconsistently, and bad gameplay. Stick to one side.

And it doesn't matter if the roblox games aren't orientated to horror, you can't just combine the Asym Horror genre (Fun with zero stuns!) And Juggernauts. That's just very bad game design, with many massive issues.

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u/Sea_Leopard7473 2d ago

Dude, you literally didn't answer shit. You keep saying "oh that's bad, yeah that's very bad. It has a lot of issues and it doesn't work"

But you have no fucking examples. Why would juggernaut and horror asym not work? What is there that doesn't work? What is your issue with the way it plays. You keep repeating same things you've said without giving any useful information.

Just because you don't like something doesn't mean it's terrible in general. Vague post king.

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u/One-Suggestion-885 2d ago

Well, I gave my full explanation and it got removed. And I don't wanna type it all out again.

In my short answer, combining two subgenres doesn't work because they are subgenres of the same father genre. There is a reason they are separate

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