Sus's system mean no change for monster who have no or 100% stun resistance which are almost all cases currently so it will change almost nothing regarding attacking monsters. So why must their stun resistances necessarily be changed? Unless there are intrinsic problems with their values already present in the current system. The same applies to talents and stun durations as well.teachu2die wrote:sus's idea would still have to be extensively playtested, and the individual stun resistances of dozens of NPCs would have to be carefully adjusted. talents and stun duration may have to be adjusted as well. ANY change to a game mechanism as integral as stun is going to have far-reaching effects. and stun was obviously not perfect to begin with. so while sus's system fixes some of the biggest problems with stun, it doesn't ADD anything, either - in fact, it just duplicates an important mechanism already in the game - ultimately reducing overall tactical diversity.Mithril wrote: No, but such a vague idea is certainly less clear and more difficult to discuss, evaluate, or implement than an exact idea.
I do not see why one have to make changes to anything else in order to fix game balance with Sus's idea. Why exactly?
Again, the only objection to Sus's idea is "It is so similar to slow" and that we must have something new. Not that the system would not work or has any flaws.
i also think an enemy slowed by 30% for 3-5 turns (ie they lose one turn) is a lot less interesting than an enemy who is exhausting their resources, and possibly a lot more beneficial to stun users, while not being overpowered. as long as a 'knocked out' state is still achievable against most mobs in one stun, i think this could be a great solution.
and flavor-wise, i also think it's a little more in keeping with the concept of what 'stun' should be - you don't do necessarily things more slowly, but do them more poorly, haphazardly, exhaustingly, until you can't really execute any fancy moves (and eventually you're knocked out).
my only objection to this system is that it might penalize stamina and mana users more than equilibrium and positive/negative energy uses (particularly stamina users, who don't usually have a quick way to replenish stamina).
It will change things for players somewhat by removing the instant death problem with current stun system and causing speed penalties if you have partial stun resistance. Otherwise no change. Sure, that will have to be playtested, which is why we have a beta, but is a relatively minor change compared to creating a completely new game changing system which will certainly require adjusting major parts of the game.
Why is an "enemy who is exhausting their resources", whatever that means, more interesting than an enemy with a speed reduction? Are you proposing exactly the same system as edge? If so, see my reply to him above. If not, exactly what is your proposal and why is it better than Sus's system? (yes, yes, apart from being something, anything that is brand new as compared to already existing and therefore automatically enormously boring speed system
