I like that stun places some stuff on cooldown and I like that it keeps things from coming off of cooldown. I find it very thematic.
I don't like that it can put your inscriptions on cooldown simply because it's so dangerous. I also think the healing penalty and damage penalty are to high. The healing penalty could probably be removed and a 50% damage penalty on top of the cooldown stuff is good enough.
The healing penalty I really think should go. A bunch of anti-healing stuff was added to the game and then stun was changed, rendering much of that stuff obsolete. I skipped Bleeding Edge on my Bulwark for the Weirdling Beast because stun already did that at a much cheaper price stamina wise.
So my suggestion for rewriting Stun is to reduce the damage penalty to 50%, remove the healing penalty all together, and make it can't place inscriptions on cooldown (and possibly not let it prevent inscriptions from cooling down either).
This would make the effect much more manageable for the player without being trivial, would still make it a powerful defensive tool against monsters, and still be very thematic for what we associate with the word stunned.
Stun and Infusions
Moderator: Moderator
Re: Stun and Infusions
Are we talking about all inscriptions, or just infusions?
Keep in mind the latter are the 'natural' ones, which should likely be immune to stunning.
For runes - you can't activate them while silenced, which suggests to me they require some kind of power word - which you might just forget after a nasty wallop to the head AKA Stunning Blow.
Of course, making infusions but not runes stun immune would make undead relatively weaker, which you might like or not - from what I know, Skeletons are definetely considered pretty powerful now, while Ghouls aren't.
Keep in mind the latter are the 'natural' ones, which should likely be immune to stunning.
For runes - you can't activate them while silenced, which suggests to me they require some kind of power word - which you might just forget after a nasty wallop to the head AKA Stunning Blow.
Of course, making infusions but not runes stun immune would make undead relatively weaker, which you might like or not - from what I know, Skeletons are definetely considered pretty powerful now, while Ghouls aren't.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system