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Don't skip time for effects

Posted: Fri Jun 03, 2011 11:22 pm
by lukep
Effects such as Daze, Paralysis, and Temporal Prison cause you to lose control of your character, and pass time automatically. This isn't a problem in most cases, but it can be extremely detrimental if you are controlling a summon/Dominant Will/Golem because you cannot switch back to your main character until the effect wears off. I am suggesting making these effects act more similar to Frozen, in that you cannot do anything, but still get to see each turn.

Re: Don't skip time for effects

Posted: Fri Jun 03, 2011 11:46 pm
by tiger_eye
good point, lukep. I think the better option, though, may be to switch control back to the main character if a "paralyze" effect affects a non-main member of the party that you are controlling.

Re: Don't skip time for effects

Posted: Sat Jun 04, 2011 12:04 am
by lukep
Could do, that would prevent you from switching control out of your main character (possibly a good thing). It could also kill your summons if they are in the extra time granted by Summon Control.

Re: Don't skip time for effects

Posted: Sat Jun 04, 2011 12:15 am
by edge2054
Something to consider is allowing zero turn actions while paralyzed (like confusion) so the player might be able to make a last ditch effort to remove it via an infusion or just to survive the duration with a shield. It would bring it in line with other detrimental effects.

Re: Don't skip time for effects

Posted: Sat Jun 04, 2011 12:47 am
by tiger_eye
time prison doesn't kill the character, so I think it's fine.
daze is removed when something attacks you, so it (mostly likely) doesn't kill the character, so I think it's fine.

Here are the other talents that can paralyze along with their duration (please let me know if I missed any):

Flameshock, paralyze for "2 + rawTalentLevel" turns
Borrowed Time, paralyze for "6 - rawTalentLevel" turns (and this is the player's choice)
Gloom, (1 of 3 possibilities) paralyze for 2 turns
Madness, (1 of 3 possibilities) paralyze for 2 turns
edge2054 wrote:Something to consider is allowing zero turn actions while paralyzed (like confusion) so the player might be able to make a last ditch effort to remove it via an infusion or just to survive the duration with a shield. It would bring it in line with other detrimental effects.
perhaps. part of being paralyzed implies that, you know, you can't do anything. As a whole, the above talents aren't very common. Gloom and Madness don't stun for very long, which isn't particularly game breaking or not fun. Flameshock, in my opinion, is the only talent that may warrant modifying. Perhaps it can paralyze for 1 or 2 turns, then stun the target for the rest of the duration.

Re: Don't skip time for effects

Posted: Sat Jun 04, 2011 1:18 am
by lukep
tiger_eye wrote:time prison doesn't kill the character, so I think it's fine.
daze is removed when something attacks you, so it (mostly likely) doesn't kill the character, so I think it's fine.
I couldn't disagree more that they should be exempt. Consider the following scenario (the Alchemist can be substituted for a Summoner or a Yeek as well):

You are an alchemist, fighting a farportal boss. You take control of your golem to get it to do something, You are hit by Time Prison. 20-30 turns pass in which your main character is only going on AI, quite possibly leading to death.

That is a worst case scenario, but it also works with dazing (though it would likely be 2-5 turns, leading to a slightly worse battlefield)

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I wouldn't want 0 turn activations available while paralyzed because that would make them too similar to stuns, and take away much of their power.

Re: Don't skip time for effects

Posted: Sat Jun 04, 2011 10:04 am
by Grey
I think flameshock should do the new type of stun.