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Stun Status Effect
#8
Stun needs another revamp. It was broken, it got fixed, then it got ruined forever. 50% damage reduction for losing one round? What's the point of stunning then? A debuff that actually buffs the enemy? I'd rather seeing these ''head pat interactions'' being applied to Hexer stuff, which is way more frustrating than fighting an Arbalest.

Hexers literally make you feel like swallowing and choking in your old smelly socks. Stun? Just a round loss because you didn't dodge. (People always forget that the ONLY TWO WAYS to be stunned both involve hit checks. If your tank didn't dodge? Sucks to be you. Do you dislike stun? Why did you build a tank then?)

But ranting about it won't get anybody anywhere, so...

Why not make Stun have a duration of X rounds (Higher if Arbalest, obviously lower if Skullcaver)

Quote:At the start of each round, the Stun debuff would have a 50% chance of reducing your momentum equal to duration (max = 3), and 'silence' offensive skills/spells until your next round, where it will do another check, and repeat this until the stun debuff expires. And then, after a stun, you receive a 1 round immunity to it.

- Soldiers would have some innate to reduce the chance of Stun triggering by 15% (5% per rank).
- Black Knights would have an innate to reduce the duration of Stun based in your Scaled DEF (min = 2).
- Dodge people will obviously dodge and avoid the infliction of this stat by a Blowback Cannon or a Skullcaver.

No need to make stun so over-complicated or a 'buff' for the enemy as a pacifier the loss of a turn, not one bit.
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