Stun stacking and cooldowns

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

Moderator: Moderator

Message
Author
Umbrall
Thalore
Posts: 153
Joined: Sat Feb 23, 2013 7:53 pm

Stun stacking and cooldowns

#1 Post by Umbrall »

When you get stunned, 4 random skills are disabled. Then you wild, and get stunned and four more, plus the four before are disabled. Then you don't wild and get restunned again anyway while the old stun remains, and you get 4 more disabled, and then again and besides being stunned for 8 turns which you should be able to deal with, all your cures and escapes and heals become moot as literally every skill is disabled. It's bad enough to be stunned, but the worst kind of death as there's nothing you can do about it if you have more than one source of stun. Especially if it's caused by the rng. Maybe this is too big a game feature and I'm just whining but I seriously doubt blocking every skill is intended.

jotwebe
Uruivellas
Posts: 725
Joined: Fri Apr 15, 2011 6:58 am
Location: GMT+1

Re: Stun stacking and cooldowns

#2 Post by jotwebe »

Back in the day, stun was a total paralysis: you got stunned, stuff happened, and after the stun wore off you could check the log to see what happened. Most likely from the death window. (We also had to walk uphill in the snow, coming and going)

So it's already been nerfed a lot.

That said, it might be interesting to have blocked skills come off cooldown once the original stun is over and have stun block one or two skills more in exchange.
Ghoul never existed, this never happened!

Umbrall
Thalore
Posts: 153
Joined: Sat Feb 23, 2013 7:53 pm

Re: Stun stacking and cooldowns

#3 Post by Umbrall »

I'd rather it block some percent of skills with a minimum of 4, and have the cooldowns come off when it ends.

BoomFrog
Halfling
Posts: 84
Joined: Tue Apr 30, 2013 6:19 am

Re: Stun stacking and cooldowns

#4 Post by BoomFrog »

Umbrall wrote:I'd rather it block some percent of skills with a minimum of 4, and have the cooldowns come off when it ends.
Agreed. Having an incentive for extra 1 point skills just to "absorb a stun" is silly. More importantly, focused characters suffer unduly right now.

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: Stun stacking and cooldowns

#5 Post by SageAcrin »

Could just remove the random four.

It's a fairly powerful status from just suspending cooldowns, lowering movement speed and reducing damage, and the non-linear effect of it is pretty silly-Stun on the PC and enemy ends both gets weaker as the game goes on, thanks to resistance, and a fixed four CDs makes that relatively weaker later as well. The random CDs mostly just serve to RNG early PCs to death, rather than notably impact enemies, too...

AlexanderR
Halfling
Posts: 105
Joined: Tue Mar 05, 2013 4:18 am

Re: Stun stacking and cooldowns

#6 Post by AlexanderR »

BoomFrog wrote:Having an incentive for extra 1 point skills just to "absorb a stun" is silly.
Guys without 100% stun resistance during and after midgame are silly. This is true for both player and enemies. Almost every class/race have some method of negating stuns. Ideal near-endgame gear of many classes have stun immunity as nice bonus. And if you aren't able to save from everything (e.g. dwarf), you want to have at least two wild infusions, ideally with mind, spell and double-physical effect removal. These methods are enough to defend even against strongest chain-stuns in ToME. And even if you are stunned, it is not that bad, because regardless of how focused your build is you _always_ have 3 or more escapes. Or, perhaps, you are just playing some other game?

Umbrall
Thalore
Posts: 153
Joined: Sat Feb 23, 2013 7:53 pm

Re: Stun stacking and cooldowns

#7 Post by Umbrall »

What if it's not midgame and/or you're undead and/or you get unlucky?

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: Stun stacking and cooldowns

#8 Post by SageAcrin »

I've played some nineteen? full clears at this point.

I've never stacked Stun resistance later in the game. You get Relentless Pursuit, and that plus a physical Wild, or Providence+racial Stun resist or Resilient Bones in the case of the undeads, will get you through.

I believe the sole exception for me was a Skeleton Rogue that I built up Unflinching Resolve as my answer instead(By the way, I strongly suggest doing this over trying to get Providence, for physical undeads. It's really very good if capped out and you're building Con.).

Stun's way more of an early problem for me, and I prefer to just exercise extreme caution around the major stunners before 25-there aren't a lot of them-rather than stack 100% Stun resist all the time(even if I find it, which is quite rare, it's usually a major hit to my overall stats and durability to build up.). If you're careful, one Wild will work reliably but Weirdling(and you can actually just be patient with Freeze and only use the Wild for Starfall), and while the undead inherent answers aren't perfect, they can usually work.

So essentially, while I disagree with the methodology(I hate stacking Stun resist when it's not on already-otherwise-good equips), I agree with the spirit of what you're saying. Incidental stun resists and big save boosters can be found, and they'll drop the odds so far that you'll never really get chain stunned, unless you're totally ignoring your enemies and what they can do. (Which is to say, don't expect your saves to protect you against a 90 Physical Power enemy.)
And even if you are stunned, it is not that bad, because regardless of how focused your build is you _always_ have 3 or more escapes. Or, perhaps, you are just playing some other game?
Your Doomed has three or more escapes? If so, why?

I mean, you're generally right, but it's not quite accurate to put it that simply. It's more accurate to say that you either have a ton of escapes, or other options besides escapes(Doomed's Shadows are a good example here, you can often hide behind them to a degree), or you have escapes that can't be put on cooldown by Stun(like Psychoportation).
Last edited by SageAcrin on Mon May 13, 2013 3:46 am, edited 1 time in total.

eliotn
Wyrmic
Posts: 244
Joined: Mon Sep 26, 2011 1:49 pm

Re: Stun stacking and cooldowns

#9 Post by eliotn »

Yes I would appreciate it if stunned skills instantly came off cooldown, and if brainlock randomly disabled a few skills instead of putting one on cooldown.

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: Stun stacking and cooldowns

#10 Post by jenx »

Stun on nightmare/insane is sooooo painful. So i support this suggestion.
MADNESS rocks

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Stun stacking and cooldowns

#11 Post by HousePet »

Brainlock already puts talents on cooldown.
Stun doesn't need to.
My feedback meter decays into coding. Give me feedback and I make mods.

wobbly
Archmage
Posts: 400
Joined: Tue Jul 03, 2012 8:35 am

Re: Stun stacking and cooldowns

#12 Post by wobbly »

I'd be a fan of stuns being weaker and stun-resistance rarer. A lot of the early game for melee characters seems to be chain-stuning your enemy.

supermini
Uruivellas
Posts: 800
Joined: Tue May 15, 2012 11:44 pm

Re: Stun stacking and cooldowns

#13 Post by supermini »

I don't remember dying to stuns since the last nerf it got - with early game skeletons being an exception, but that's to be expected.

I don't support nerfing status completely just because some people don't know how to handle it. There are wilds, saves, stun resistance, providence, unflinching resolve, movement infusions, psychoportation charms, blink boots, halfling racial, shield runes, several melee classes have stun resistance built in, and if all else fails you can try to walk it off so what more do you want?

If something is chain stunning you, you are either fighting a rare that has that capability (plausible, but uncommon) - in which case you should either run away from it or use ranged attacks to handle it (you can learn to shoot with a melee char, you know) - or you are fighting more than one opponent that has stun capability at the same time, in which case it's your own damn fault for not repositioning yourself.

Stun on nightmare is a killer, but guess what, nightmare is supposed to be really hard.
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers

cttw
Archmage
Posts: 394
Joined: Sat Oct 22, 2011 10:31 am

Re: Stun stacking and cooldowns

#14 Post by cttw »

I think stun is just fine as it is.

You have to plan for it after a certain point in the game. I've failed to do so some times but that is my fault.

stinkstink
Spiderkin
Posts: 543
Joined: Sat Feb 11, 2012 1:12 am

Re: Stun stacking and cooldowns

#15 Post by stinkstink »

The main time I have a problem with stun is when I get a bulwark rare on the island as a melee yeek. They usually have both Shield Pummel and Dirty Fighting, and live long enough to cycle them repeatedly.

Post Reply