Stun and Infusions
Moderator: Moderator
Stun and Infusions
Stun tends to put infusions on cooldown, which is especially noticeable when Wild Infusion goes on cooldown.
Early game Wild Infusion tends to be a players only means of dealing with stun. To make matters worse early game the player tends to have fewer active talents, meaning the Wild Infusion is more likely to get hit by a stun.
This is also a problem with Phase Door runes and stun, which can sometimes be an undead or shalore's means of dealing with a bad stun (to simply teleport away).
Anyway, my proposal is for stun to simply ignore inscriptions all together and only put 'natural' talents on cooldown. Inscriptions tend to be the players out and when your outs get put on cooldown because of a stun it can really suck.
Early game Wild Infusion tends to be a players only means of dealing with stun. To make matters worse early game the player tends to have fewer active talents, meaning the Wild Infusion is more likely to get hit by a stun.
This is also a problem with Phase Door runes and stun, which can sometimes be an undead or shalore's means of dealing with a bad stun (to simply teleport away).
Anyway, my proposal is for stun to simply ignore inscriptions all together and only put 'natural' talents on cooldown. Inscriptions tend to be the players out and when your outs get put on cooldown because of a stun it can really suck.
Re: Stun and Infusions
+1 from me. It even makes thematic sense, where the "natural talents" are something that is inherent to the player, but the inscriptions are something just activated by the player.
<DarkGod> lets say it's intended
Re: Stun and Infusions
This would make my non-undead cursed's early life so much easier, +1
Re: Stun and Infusions
Also helps undeads by allow them to phase door away from the evil vault skeleton warriors. Make it so!
Re: Stun and Infusions
Well i was thinking we could let.stun put on cooldown a % of skills (rounded down) rather than a fixed number of talents. Is worse late game but less an insta death on lvl1. The game needs to be more.forgiving to lvl1 chars.
Re: Stun and Infusions
That might make stun excessively punishing during early mid-game for classes that can't really do anything without some key abilities (mages). At that point monsters and bosses start stunning more and more often, but you rarely have enough gear to be stun immune. I feel like the main way one can lessen the impact of stun at that point is by diversifying (and mages happen to have a lot of active abilities).Canderel wrote:Well i was thinking we could let.stun put on cooldown a % of skills (rounded down) rather than a fixed number of talents. Is worse late game but less an insta death on lvl1. The game needs to be more.forgiving to lvl1 chars.
Re: Stun and Infusions
I think stun should be changed to affect x% of your talents instead of x number of talents to prevent bias against some classes.
Re: Stun and Infusions
The evil thing would be to have stun check against each of your skills(in random order), with the % chance of it working going down for each successful stun. This would bias it towards more stuns on large skill pools, without shutting down everything(hopefully). It also makes even small amounts of stun more useful, since it'd reduce the number of skills affected.
Re: Stun and Infusions
I like it since thematically classes with tons of activated abilities would be more (or just as) susceptible to stuns than straightforward bruisers. This would nerf stun for the player in the early game, though, since it'd be less effective to shut down dangerous monster abilities. Dunno how big a deal it would turn out to be.Grey wrote:I think stun should be changed to affect x% of your talents instead of x number of talents to prevent bias against some classes.
Oh, and I too support the OP.
Ghoul never existed, this never happened!
Re: Stun and Infusions
The thing is, don't straightforward bruisers have an easier time surviving and even killing things without their abilities than talent-heavy classes? I mean, as an archmage it's already a huge deal that your spells aren't cooling down anymore when stunned.jotwebe wrote:I like it since thematically classes with tons of activated abilities would be more (or just as) susceptible to stuns than straightforward bruisers. This would nerf stun for the player in the early game, though, since it'd be less effective to shut down dangerous monster abilities. Dunno how big a deal it would turn out to be.
Re: Stun and Infusions
I think that's thematically appropiate though. Also ranged classes don't have to expose themselves to stuns as much as melee classes.
Ghoul never existed, this never happened!
Re: Stun and Infusions
Archmages may have more active talents than berserkers, but I think the real issue is early-game. Stun will knock out your wild infusion most of the time in the first few levels, when you really need it.tekrunner wrote:The thing is, don't straightforward bruisers have an easier time surviving and even killing things without their abilities than talent-heavy classes?
Sorry about all the parentheses (sometimes I like to clarify things).
Re: Stun and Infusions
bricks wrote:Archmages may have more active talents than berserkers, but I think the real issue is early-game. Stun will knock out your wild infusion most of the time in the first few levels, when you really need it.tekrunner wrote:The thing is, don't straightforward bruisers have an easier time surviving and even killing things without their abilities than talent-heavy classes?
Early levels? Forget that- I'm an L32 Archmage playing on Insane and my Wild infusions (Both of them) get put on cooldown 90% of the time I get stunned. I typically only have two-three non stunned spells to do anything with when it happens.
The biggest PITA of it all is that all my talents get put on cooldown, NOT that they don't cooldown. On the Turn that a stun happens, the action that you were intending to make as a player gets cancelled out (well, if you're a caster). I feel that THAT property of stun is more devastating than not having access to certain options. IE- If we're in a situation where we are expecting to do one particular thing to ensure survival and it gets put on cooldown, it doesn't matter how many extra turns that it has to cooldown. Our chances of dying already go up a ton. Whatever happens, we have to lose a turn to react to being stunned and several more turns before anything cools down. The loss of a turn is already pretty significant- the cooldown on critical spells is typically longer than abilities that stun, so it's possible to be perpetually stunned by an opponent and never have access to a reasonable solution. The fact that stun ALSO has a duration makes it even more terrifying. OFC- I'm playing on Insane, I don't know how bad it would be normally.
In the case of Talent-centric classes, Stun can be instant death. What if stun simply set talents to cooldown and provided a penalty to Spell/Mind/Physical Power, defense and/or movement speed?
Re: Stun and Infusions
Perhaps stun duration should be limited to the length of the ability's cooldown, and skills should still cool down while the player is stunned.
Sorry about all the parentheses (sometimes I like to clarify things).