Make Stun Less Binary with More Counterplay

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

Moderator: Moderator

Post Reply
Message
Author
Cat Zangetsu
Cornac
Posts: 31
Joined: Sat Oct 01, 2016 8:45 pm

Make Stun Less Binary with More Counterplay

#1 Post by Cat Zangetsu »

I respect what stun is supposed to do; It's supposed to kill your character - I get it. However I think it is a status effect that simply feels bad whenever it occurs to the player. I think that dangerous effects are good for the game, but I feel like there aught to me some actual counter play that a player can produce in order to mitigate the effects of a disfavorable roll that may occur during combat calculations.

-Change Stun so that it only effect your skills based on how much higher the physical power is over your physical save + whatever the skill was that you last used. In other words if I have 40 physical save and the enemy has 60 physical power, then the only skills they will be effected are the ones that are tier 4. If I had 20 physical save, then the only skills they will stun are tier 3 and 4. If I have 0 physical save, then they will lock tier 2,3, and 4 abilities. Or something along those lines.

-Create items that protect certain slots on your skill bar. Like a Lite or helmet that makes sure slot 3 and 7's cooldowns cannot be interrupted, but that also gives you Minus 20 Physical Save.

-Make it so Stun immunity is no longer possible

Thanks for your time.

Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: Make Stun Less Binary with More Counterplay

#2 Post by Radon26 »

there are a few "clear physical negative status" talents.

-providence
-realign
-unflinching resolve
-cleansing fire.
-vile transplant
-wild (physical) infusion

probably more.

Sheila
Magical Girl
Posts: 431
Joined: Wed Aug 27, 2014 11:36 am

Re: Make Stun Less Binary with More Counterplay

#3 Post by Sheila »

Just use a movement infusion, it's instant and makes you stun immune for x turns. Other than that, yeah, all (or most, based on race) players start with a physical wild infusion, which clears bad physical effects (which stun is, so if you don't start with one you should consider getting one.)
There's also abilities like mentioned above and some others such as prodigies (dwill, spine of the world, etc), also building immunity is a thing.
I think there's plenty of counterplay if you know where to find it :)
"As dying is one of the leading causes of death, you should avoid dying." -rekenner

"I'll bond with a cactus until my buttcheeks touch the sand before I play nethack again" -Gagarin

Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: Make Stun Less Binary with More Counterplay

#4 Post by Radon26 »

i am pretty sure only: halfligs, thalore, yeek, and dwarfs start with (wild/regen) infusions.

higher, shalore, both undead and ogres start with (FD/shield) runes.
don't remember about Cornacs.

Patashu
Higher
Posts: 74
Joined: Tue Dec 18, 2012 3:54 am

Re: Make Stun Less Binary with More Counterplay

#5 Post by Patashu »

If you're a runic using build, grab a Heat Beam rune. They cure one random physical effect (of which Stun is one).

Sheila
Magical Girl
Posts: 431
Joined: Wed Aug 27, 2014 11:36 am

Re: Make Stun Less Binary with More Counterplay

#6 Post by Sheila »

Radon26 wrote:i am pretty sure only: halfligs, thalore, yeek, and dwarfs start with (wild/regen) infusions.

higher, shalore, both undead and ogres start with (FD/shield) runes.
don't remember about Cornacs.
Cornac and Higher start with phys wilds.
Undead can use heat beam runes instead (they start with it.)
But yeah, the point is you either start with one or buy one. :)
"As dying is one of the leading causes of death, you should avoid dying." -rekenner

"I'll bond with a cactus until my buttcheeks touch the sand before I play nethack again" -Gagarin

Post Reply