This post is part of a set of 6 posts where I talk about the current meta: ===================================================== #1: The second jump/airdash: https://rumble.canny.io/suggestions/p/1-the-second-jump-airdash-on-the-current-state-of-the-rumble-meta #2: Knockback: https://rumble.canny.io/suggestions/p/2-knockback-on-the-current-state-of-the-rumble-meta #3: Volatile stone: https://rumble.canny.io/suggestions/p/3-volatile-stone-on-the-current-state-of-the-rumble-meta #4: Stubborn stone: https://rumble.canny.io/suggestions/p/4-stubborn-stone-on-the-current-state-of-the-rumble-meta #5: Guard Stone: https://rumble.canny.io/suggestions/p/5-guard-stone-on-the-current-state-of-the-rumble-meta #6: Client/host balancing: https://rumble.canny.io/suggestions/p/6-client-host-balancing-on-the-current-state-of-the-rumble-meta ===================================================== 4 Stubborn stone Currently one of the biggest problems with the meta in my view is the way the stubborn stone works. Just like how Volatile is able to create an unreasonable amount of chaos and take players' control over their movement away, Stubborn turns this upside down and is able to basically turn off the mechanics of hitstun and knockback (in which you cannot spawn anything), removing most if not all real drawbacks from getting hit. As a cost for the super power of getting a free ticket for unimpeded movement and being invincible to getting combo'd: you take 1 extra damage instead of the knockback and hitstun. Just kidding, what I meant was that you also take 1 damage less. This is why the playstyle "equip stubborn + dash -> do moves during dash -> dash do moves during dash -> rinse repeat" is currently dominating the meta. Without windup or pose dedication (being generally unable to do other poses while moving) this approach is strongly encouraged at the moment and leaves sprint in the dust on all fronts, whereas the sprint tradeoff "do I move around OR do I spawn/apply modifiers?" seems much more balanced for the gameplay loop. some changes I think would solve the problem with this shiftstone: should not have as big an active window, it should be a skill/read based activation where there is a small window that lets you punch through a structure (e.g knockback negation could be on the second pose being active, making it so you have to choose between having the stubborn effect or spawning structures) Should not also ignore explosion knockback, if your movement becomes fully interuptable in all ways, it's just a "pose dash for single player mode" without an equivalent for sprint (see e.g https://rumble.canny.io/suggestions/p/swift-stone-sprint-based-shiftstone ) there is a bit of a "utility" vacuum where people are incentivised to never learn how to incorporate sprint in their playstyle since instant-max-speed-knockback-resistent-damage-lowering-almost-full-uptime-while-you-can-spawn-structures-during-the-movement will always be the better movement option In any case, being able to "turn off" the hitstun (unable to spawn) and knockback (unable to control position) mechanics perpetually and all-encompassingly for yourself with a shiftstone I feel is detrimental to the gameloop where "positioning" strategically is considered important.