Stun shouldn't affect infusions/runes

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Grey
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Stun shouldn't affect infusions/runes

#1 Post by Grey »

In my opinion anyway... With the slowdown and the cooldowns from stunning you can be really crippled. Infusions/runes are people's failsafes that they rely on utterly to recover from a bad situation, and having these put on cooldown is a bit too harsh in my opinion. With an unlucky set of cooldowns you can be left a sitting duck by a stun attack.
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tiger_eye
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Re: Stun shouldn't affect infusions/runes

#2 Post by tiger_eye »

Perhaps only instantaneous talents and inscriptions could be excluded from stuns. The new stun is still better than the old stun, though, and I don't have a problem with the way it currently is.

Hedrachi
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Re: Stun shouldn't affect infusions/runes

#3 Post by Hedrachi »

Agreed... though I tend to only play classes well when they can cram as much stun resist as possible in through talents (alchie was an exception to this, and he only died because he ran into things he couldn't heal his golem through, or kill by himself). Providence will get rid of your stun, as can some wild infusions. If both of these and all other heals and shields have been knocked out, it's luck of the draw, but I've yet to encounter a situation where I lost all my heals/shields from a stun, and was unable to stay alive because of this.
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jotwebe
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Re: Stun shouldn't affect infusions/runes

#4 Post by jotwebe »

The new stun is still better than the old stun, though, and I don't have a problem with the way it currently is.
Me neither. I like how it can still be pretty dangerous, but now you can see the train wreck in slow motion, instead of the huh? moment a stun kill usually was before. What I think is a bit strange is that any DOT you are doing seems to be reduced too, even if you caused it before being stunned...

EDIT: In view of stun affecting characters with many activable talents especially strongly, I do agree that's a bit counter-intuitive. If anything, being stunned should be a more dangerous prospect for someone relying on finicky skills rather than on brute force. So how about making the number of stun-induced cooldowns a percentage of the number of activable skills (and maybe sustains too?). That should at least level the playing field.
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Postman
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Re: Stun shouldn't affect infusions/runes

#5 Post by Postman »

I'm for keeping stun as it is. Even existing stun could be barely called "stun" with character moving and attacking, it's more like groggy than stun now. Stun is already weak enough, weaken it even more would make it just inconvenience instead of major threat, it should be near-death in combat. There are also enough stun-resist equipment laying around.

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Re: Stun shouldn't affect infusions/runes

#6 Post by catwhowalksbyhimself »

Change this effect and it makes stun not so useful for you. Part of what makes it still useful is that it can keep bosses from using some of their more annoying infusions and runes, like healing and shielding. I'd rather keep it as is.
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