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Stunning Battery
#6
"Snake" Wrote:I posted that Dazed should silence Skills, like Silence silences Magic.

And that two Arbalests can collab to stun someone. One uses blowback cannon to apply dazed, other uses blowback cannon to apply stun.

Verglas can teamwork with Expand Ice and all the party's Ice tiles.
Why not two Arbalests? That will just make 4v4 teamfights more 'fun'. While leaving the OP's suggestion unchanging in 1v1 scenarios. (You have to Daze, then Stun. Taking 6M.)

Dazing will 'silence' the opponent from skills, that's one new situational effect, Stun will make them lose one turn, another effect. This can conflict in a situation where the person with stun potential will have to make the right choice between dazing or stunning the target, not just stun-nutting people like they do currently.

When I referred to play-ability I meant what it allows you to do in the current situation and it wasn't directly in reference to your comments (I think). As for Dazed being universal, I can kind of agree to it but I'd imagine a big shift in meta (for those optimalists).

As for Dazing affecting Skills? No. Unless we're talking about giving autohits your basic hit % proc minus a bit when Dazed (then I can live with it). Otherwise you would see more people using it simply to inflict Daze rather than than the status it procs, either by people waiting until Dazed is about to time out THEN proc-attempting or by simply just using Dazed.



While we're on subject, I'd like to play with this idea:

-Current Stuns switch to giving Dazed-only (fitting what was mentioned in the post by Rendar I believe).
-Changing Stun to proc on: Dazed+Knockdown while Dazed = Stun for the duration of inflicted's next turn (assuming they're already gone).

EDIT: Small edits made.

And no, before I suffer the inevitable "You said it shouldn't have ANY synergy with Knockdown." The proposed idea I have makes it reliant on proc'ing a Knockdown (which is a Momentum sink and gives it a cooldown tied to Knockdown) where-as earlier the reason why I said for you not to be able to do it was this:

Jim could proc the Stun -> The turn after you recover Jim procs a Knockdown for more Momentum loss.
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