So what are your thoughts on the Stagger system?
I really like the idea of this system, but I remain skeptically optimistic based on gameplay footage. Here are my impressions.
Pros
- Diablo 4 looks a lot more paced action rather than frantic arcade, so CC seems to play a more important part
- Stagger on bosses is a neat mechanic. Breaking parts fits seamlessly
- Having everyone contribute to building up stagger feels co-operative
Cons
- Building up a bar doesn't have moment-to-moment fun. There's no cause-and-effect when everyone is contributing their CC's to build up that stagger bar at the same time. How do you know your Frost spells are contributing compared to if you swapped to lightning? That bar would still build up by other people's attacks.
- Stagger seems to take way too long to fill. Is it worth building your character into CC's to get multiple staggers? It seems like it would be better to get 1 stagger and burn the boss with pure DPS.
- CC's don't feel like CC's. It's great that your CC's aren't just useless against a boss, but at the same time there is a disconnect from being a Frost mage and banking on freezing and slowing, and having literally no slowing/freezing effect on a giant boss. Its understandable mechanics, but just my impression of gameplay immersion.
I'm a big fan of the Monster Hunter series, and I think this game really does a great job of making CC's and Stuns feel intuitive. Rather than just be one giant monster you're attacking, a monster has different areas on its body that has its own armor value and resistances. One monster might have huge horns that makes it resistant to cutting and piercing damage, but breaking the horns (using blunt force) will make it vulnerable to cutting/piercing. Another monster might have a large lashing tail that has its own health (tied to the main health, but is considered a separate value); and if you focus your damage on the tail you can cut it off specifically. These are things that aren't tied to one 'stamina' meter of the boss, these are location-specific areas to attack. And that's what really makes the monsters feel like they're unique, even if some dragon looks like a reskin of another type, something with big breakable fangs has a completely different fight and feel to the same beast archetype that focuses on tail lashes instead.
I think that's what these big bosses need. Multiple hitboxes, and places you can direct your attacks. That's the difference between a very immersive fight like in Monster Hunter, and a basic 'burn the boss down' mode like say in Guild Wars 2, where you kinda end up feeling like a cog in the system when everyone's just picking a safe spot, firing-and-forgetting, and just dodging whatever poop spawns under your feet.