Stun stacking and cooldowns

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

Re: Stun stacking and cooldowns

#16 Post by Umbrall »

cttw wrote: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.
Except the majority of planning does not protect you from the cooldowns at all, including the stacking thereof. Only immunity does this and it's not incredibly common, and even less so on a good item.

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

Re: Stun stacking and cooldowns

#17 Post by BoomFrog »

Than your not planning well enough. Either plan to be stun immune (stacking items and talents, or preemptive movement infusion) or plan how to escape even if chain stunned.

Instant use talents can never be put on cooldown by stun. So either have multiple physical wild infusions or keep a movement infusion saved for retreating. Heroism and shield runes can also help emergency survival. Don't rely on teleport for escaping.

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

Re: Stun stacking and cooldowns

#18 Post by Umbrall »

Okay. You're playing an undead. You do not find any good stun resist gear. You are not melee. Plan.

Or you have a wild infusion. You get chain-stunned and everything else gets on cooldown. There are no movement infusions you can find. Plan.

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

Re: Stun stacking and cooldowns

#19 Post by supermini »

Umbrall wrote:Okay. You're playing an undead. You do not find any good stun resist gear. You are not melee. Plan.
You should have 2 shield runes and 2 teleports. Either of those combined with the reduction from racial talents will get you out of a stun. If you can't find a teleport early, use phase door. It's even better now that it used to be. Not to mention that you can open shops whenever to look for runes and suffer no penalty for doing so (which wasn't always the case in this game).
Or you have a wild infusion. You get chain-stunned and everything else gets on cooldown. There are no movement infusions you can find. Plan.
After you pop the first wild infusion, you SHOULDN'T STAY IN MELEE if all your status reduction is on cooldown and the mob can chain stun you (you did check its talents, right?). So being chain-stunned is your own damn fault.

'There are no movement infusions'? That's arbitrary, but lets say you can't find any. Then use teleport or phase door, until you get one.

There is also physical save. Melee classes have naturally high physical saves and with a few items you should at least reach a level where you shrug off stuns some of the time. I'd only really rely on stun immunity if you already have it as a class bonus, since you're not going to get enough from items (at least in the early game).

If you are playing a class that has no native status protection and also playing a race without save bonuses/status clearing, you should try to get either providence or unflinching resolve from escorts, if possible. Using 2 wilds is also an option, if all else fails.
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers

HousePet
Perspiring Physicist
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Re: Stun stacking and cooldowns

#20 Post by HousePet »

Or use a Rune to remove the Stun.
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Stun stacking and cooldowns

#21 Post by Umbrall »

supermini wrote:
Umbrall wrote:Okay. You're playing an undead. You do not find any good stun resist gear. You are not melee. Plan.
You should have 2 shield runes and 2 teleports. Either of those combined with the reduction from racial talents will get you out of a stun. If you can't find a teleport early, use phase door. It's even better now that it used to be. Not to mention that you can open shops whenever to look for runes and suffer no penalty for doing so (which wasn't always the case in this game).
Or you have a wild infusion. You get chain-stunned and everything else gets on cooldown. There are no movement infusions you can find. Plan.
After you pop the first wild infusion, you SHOULDN'T STAY IN MELEE if all your status reduction is on cooldown and the mob can chain stun you (you did check its talents, right?). So being chain-stunned is your own damn fault.

'There are no movement infusions'? That's arbitrary, but lets say you can't find any. Then use teleport or phase door, until you get one.

There is also physical save. Melee classes have naturally high physical saves and with a few items you should at least reach a level where you shrug off stuns some of the time. I'd only really rely on stun immunity if you already have it as a class bonus, since you're not going to get enough from items (at least in the early game).

If you are playing a class that has no native status protection and also playing a race without save bonuses/status clearing, you should try to get either providence or unflinching resolve from escorts, if possible. Using 2 wilds is also an option, if all else fails.
Your phase door would get disabled within one or two stuns. And after you wild you might not have a good escape out of melee, or you have another root or slow, and all your skills are still on cooldown because you were stunned even though you removed it immediately.

AlexanderR
Halfling
Posts: 105
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Re: Stun stacking and cooldowns

#22 Post by AlexanderR »

And after you wild you might not have a good escape out of melee, or you have another root or slow, and all your skills are still on cooldown because you were stunned even though you removed it immediately.
Good grief. It's quite possible, that you are doomed as soon, as mob can see you - you may be debuffed, stunned, have CDs of all your talents reset (you know, there are plenty ways to do that outside of stun/brainlock) and there will be no escape from melee. In such cases just play melee character (and complain about brainlock/spellshock/whatever being too powerful) or get Higher, max out Overseer of Nations and kill things strictly in one blow before they can see you. Too bad you still can be stunned by some invisible/stealthy worm mass and be killed in ~3 turns, so let's remove invisibility/stealth/critical strikes/ranged attacks as well - they are too bothersome to use and defend from anyway.

PS and remove worm masses as well - they are evil and trigger annoying "non-killable mob" bug, preventing us from using auto-explore

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

Re: Stun stacking and cooldowns

#23 Post by supermini »

Umbrall wrote: Your phase door would get disabled within one or two stuns. And after you wild you might not have a good escape out of melee, or you have another root or slow, and all your skills are still on cooldown because you were stunned even though you removed it immediately.
I'd like to hear which mob it is that has this capability of chain stunning in the early game, since I can't remember any. A berserker or bulwark type rare with stunning blow/shield pummel still has a cooldown on the talent. So...What exactly are we talking about here?

If you were facing something like that, you should have popped phase door after the first stun. So pop wild, one step in a safe direction, pop phase door.

In my experience however, I find it much more likely that you are fighting multiple enemies that have stun capability and you are not positioning yourself properly. No one can teach you how to play well in a forum post, you have to do that yourself by dying a lot until you learn. Being stunned is far away from being a death sentence. You just have to learn to play safely, when to fight and when to run.
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers

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