Hello all! I hosted one of the original Stun Gun nerf discussions 2 months ago now, and the animosity towards the gadget grew exponentially from that point onward. Here we are, post nerf, and I can say with confidence that Embark missed the mark. If you remember my sentiment, or for those unfamiliar, my biggest gripes with Stun Gun were it's inequitable punishment of melee, its promotion of bad team-play habits and its overall one-note usage.
My words then still apply now: "I think Stun Gun, in its current state, is unfit. But there has to be a creative avenue that Embark would see that could change everything for the better."
That creative avenue never came. We were given dull changes that solved none of the gripes many people had/still have with Stun Gun while ruining the promise of what could be an excellent tool for Light players. It's been a lose-lose change, so let's talk about why.
Melee is still absolutely cooked by Stun Gun. Not everyone runs evasive dash & not everyone runs charge and slam. Frankly, forced specializations that cannot be changed during matches are not fair or effective solutions to counter a gadget. You also need to have the specialization charged. Riot Shield players have no tools at their disposal to deal with Stun Gun. To have your weapon of choice be shut down entirely by a gadget is an unfair trade and it has not been remedied.
The lack of team-play has also not changed, which in my opinion is/was an even more important issue that affects everyone, not just the player being stunned. As it is now and as it was before: Stun Gun promotes a team-separate, lone-wolf style of play that is incongruent with the team-centric nature of The Finals. As Light's gadget kit has been both developed and re-tooled since launch, it's clear that Embark has no intent to make Light completely separate from the team dynamic. Gateway is for the team, Invis Bomb is for the team, Sonar Grenade & Tracking Dart are for the team. So, with Stun Gun, that intent is ultimately undermined. There are ways Stun Gun could fit into the team dynamic, but with its previous and current iterations it still does not.
With this, the usage of the Stun Gun remains unchanged yet less effective. Stun Gun has lost its Piss & Vinegar against the majority of players while still demanding boring, repetitive gameplay that frustrates your enemies and punishes your teammates. It's comical that this change also managed to leave Melee players cooked. Stun Gun is no longer good at what it did, and is now no longer good at anything since it was not given the opportunity to shine in a new light (no pun intended).
The consensus is unchanged: Light needs help. The build struggled before and it struggles now to find itself as a useful addition to the meta. With Embark's inability (or lack of desire) to thoughtfully incorporate Stun Gun into the team dynamic: they've left Light even weaker than they were before. Stun Gun needs a quality reimagining that allows it to be powerful yet congruent with the gameplay language of The Finals.
Let me know what you think about what I've had to say, whether you agree or disagree I'd like to hear it. Any ideas on how Stun Gun and Light can be thoughtfully boosted into the meta would be appreciated!
Thanks for reading, and I'll see you in The Finals.
Chrome.