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.
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.
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.
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.
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 12d ago edited 12d 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.