I shouldn’t need to point out what’s wrong; you should know what’s wrong and correct it. Because you’re starting the argument, you have the burden of proof to justify your position. The fact that you can’t even correctly present facts(not even factoring in bias) shows that you either don’t know enough about the argument or you just don’t care. This is why I won’t bother to try and change your mind this time because it’ll just end like the other debates we had in the past: Your denial.
Do you want to know why your argument is so flawed and one sided?
- Stun "stops enemy from doing anything for 2 turns(essentially also stops you from gaining AP).
False; you can still get AP when taking damage while stun. This is a crucial fact because if a team has bonuses to AP when taking damage on weapons or via leader skills, they are still getting substantial AP gain when attacked. This can result in a win/loss move if there is someone on the enemy team who can cure stuns with an active skill or AR. (Eg: 6* Mirabelle)
- Benefits of absolute defense includes “AP down”?
False, AP Down is a flat -30 AP. Characters with AP gain above 30 per attack still operate substantially different. Absolute defense negating majority AP gain(except for 1 AP) is vastly different from AP Down, especially with the 1.4x multiplier for defending teams as well.
- Impair "disables AP gained from attacking and being attacked (but you can still gain AP from other sources I believe).
False, you can’t get AP gain at all while Impaired.
The bigger problems with your argument?
Where’s AP Down?
Where’s every other special stats like bleeding, damage reflect, revive, etc.
#4 and 5 shows that you don’t care about true balance; you only want impair to be buffed so that it isn’t outclassed by Stun or AD. The inherent bias is so obvious.
- Why are you only talking about the benefits? What about the disadvantages? How does each special stat operate in relation to the current meta or the characteristics of different characters?
Absolute Defense is clearly gated behind defense only, whereas Stun and Impair can be applied when attacking. Absolute Defense can also be replaced with Guardian 2 in certain circumstances; absolute defense also can’t trigger Cutthroat specialist. How do the abundance of one active skill relate to the special stats? (Eg: # of Recover Stuns vs # of Recover Impair vs # of AP Gain) Etc, etc, etc…
- You’re clearly referencing those special effects on weapons, but don’t factor in appropriate effect durations. (Eg: Impair lasts for 3 turns).
Like one other posted, there’s a reason why stun lasts for 2 turns, and impair last for 3 turns. The difference affects how situations play out.
- “There’s a reason melee teams are dominating the game.”
You’re implying that stun is why melee teams are dominating the game. While that is a contributing factor, what about the types of melee characters vs ranged characters that are available in the F2P and P2P spectrum? (Eg: Shiva/Carl/Zeke vs Mirabelle/Tyreese/Governor.) Like the past arguments, you take 1 correlation and expand it into causation.
I’m not going to waste anymore of my time if you aren’t willing to have a coherent/factually accurate debate over this issue. This gif has been a long time coming so I’m forced to make it.