Change daze
Posted: Fri Jan 10, 2014 6:59 pm
Presently daze is an effect that is much less interesting than stun. The effect itself is great (immobilize + massive attack and defense reduction). But any damage will finish the effect.
There are *many* situations that can stop the effect.
- if you have an item/talent with DOT melee project (and there are many)
- if the dazed foe hit you and you have damage on hit (even a pathetic one)
- fire casters, temporal casters, etc
- timed effects, clouds, etc
- damaging terrain
Accordingly, dazes rarely last 3 turns and the overall effect is not so useful.
I would suggest to modify daze in such a way that it has a power. The daze will only stop if the damage that is taken is over the power. This way, dazes would not be stopped by 2 on-hit lightning damages or 10/turn poison or bleeding damage, but only by a sufficient damage.
The power would be correlated to the damage that has created the daze (spell or melee blow).
There are actually two solutions.
Either consider the power as a fraction of the initial damage (1/3, 1/4, ...) and stop the for any individual damage over this value
Or consider the power as equal the initial full damage and stop the daze when the cumulative damage exceeds this value.
There are *many* situations that can stop the effect.
- if you have an item/talent with DOT melee project (and there are many)
- if the dazed foe hit you and you have damage on hit (even a pathetic one)
- fire casters, temporal casters, etc
- timed effects, clouds, etc
- damaging terrain
Accordingly, dazes rarely last 3 turns and the overall effect is not so useful.
I would suggest to modify daze in such a way that it has a power. The daze will only stop if the damage that is taken is over the power. This way, dazes would not be stopped by 2 on-hit lightning damages or 10/turn poison or bleeding damage, but only by a sufficient damage.
The power would be correlated to the damage that has created the daze (spell or melee blow).
There are actually two solutions.
Either consider the power as a fraction of the initial damage (1/3, 1/4, ...) and stop the for any individual damage over this value
Or consider the power as equal the initial full damage and stop the daze when the cumulative damage exceeds this value.