Pistoleer Archive

Thread: Concept Thread : Burst Shot Stunned State

BadgerSmaker
Thu Jun 09, 2005 3:48 am
#1






At the moment, a Stun state seems to decrease a targets armour by 10 points and effects accuracy by 10 points, but does nothing in the way of stopping regeneration.


The intended design was for a Stun State to completely stop all regeneration.


It is clear that this would be unbalancing and we have the opportunity to suggest alternatives to the Dev team.







Stun state can be applied by :


Pistoleer x/1/x/x - Burst Shot (cone AoE)

Pistoleer x/3/x/x - Improved Burst Shot (cone AoE)


Pikeman x/x/x/1- Stunning Blow

Pikeman x/x/x/3- Improved Stunning Blow


Lightsaber x/x/2/x - Saber Stunning Strike

Lightsaber x/x/4/x - Improved Saber Stunning Strike


Bounty Hunter x/x/2/x- Confusion Shot


Bounty Hunter x/x/4/x- Improved Confusion Shot


Stun state can be removed by Stun Recovery from:


x/x/4/x Pistoleer

x/x/x/4 Carbineer


x/x/x/4 Rifleman

x/x/4/x Smuggler


x/3/x/x Teras Kasi Artist

4/x/x/x Fencer

x/x/x/4 Pikeman

x/x/4/x Swordsman


Stun state can be healed by (and works on other players):


2/x/x/x Medic - Stabilizers

x/3/x/x Doctor - Improved Stabilizers



x/x/x/4 Jedi Healer - Heal States.


x/x/1/x Squad Leader - Form Up







Here is the theoretical model I suggested :

Intimidate: reduce damage 20%
Stun : reduce damage by 10%and defense by 15%

Dizzy: reduce accuracy by 10% and defense by 15%
Blind: reduce accuracy by 20%


So when you are blind/stun/intimidated/dizzy you get


30% to damage reduction

30% to defence reduction

30% to accuracy reduction








What do you think Stun should do? Bear in mind that our role is Corwd Control/Attack Control and we have the ability to deploy Stun via Cone Aoe.


Feel free to add your input and I will update this post. As always, any and all crazy or interestingideas appreciated.

Message Edited by BadgerSmaker on 08-04-2005 07:43 AM



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Giftmacher
Thu Jun 09, 2005 4:24 am
#2


Hmm ultimately I think testing will tell but anywhere between a 25% to 50% reduction in regen seems good, and percentage seems the best way to do it; that way people stacking action buffs will still feel the state biting without making it so powerful that it totally batters unbuffed player's action regen into the dirt. I feel it definitely should not stop regen, otherwise recovery will become an unbalancing issue.


I don't think stun needs to actually stop any other action like healing etc. it'd probably be way too powerful if it did.


I don't know a whole lot about other action debuffs and their power (can't see the stats on the damn screen for one thing ) but I think stacking again could be a bad idea. The one exception I guess would be if they were all percentage based and only debuffed the current action pool value (i.e. not the full value prior to a state being added), that way you'd have diminishing returns on stacking, which is probably how it should be if it is allowed.


[Edited for the worst of the typos ]


Gift.


Message Edited by Giftmacher on 06-09-2005 04:26 AM

bgold4
Thu Jun 09, 2005 4:33 am
#3

I think slowing action regen by 50% and attack speed by 25% would make it a pretty useful state... so people would actually have to bother healing it



; Silentone Ikeef ;
r Master Pistoleer r
r Master Bounty Hunter r
r 32.33%, Of course repeating r

CaixCatab
Thu Jun 09, 2005 5:22 am
#4

(Double-bladed lightsaber also gets a stun move, and confusion shot from BH has a chance to apply it)


A 100% stop of action regen is definitely out IMHO. I'm not sure whether there's a timer on states (?) but with or without, dropping someone so they can't even recover it too powerful. The fact that not every prof comes with a recover move is even scarier, as if the state comes with this power it would become a neccesity for all viable PvP templates (and depending on your enemies, PvE).


(That being said, it could be solved adding the recovery moves to the professions that lack them and rework heal states into one "heal all states" and several "Heal this-state" spread through the trees to change the prohibit skill point costs).


Just flat out halving the regen would still give it enough sting to make not recovering once it's aquired a potentially stupid move, without forcing complete inactivity à la dizzy KD.


Don't think any states stack at this time, and it's probably best left that way.



-This message was deviously brought to you by:
Caix Catab S Darok Catab _ Hoti Catab
[Avenger] [Dead-Eye] [Businessman]
[INCAP]
"All warfare is based on deception. Hence, when able to attack, we must seem unable; when using our forces, we must seem inactive; when we are near, we must make the enemy believe we are far away; when far away, we must make him believe we are near."
Catab Trading and Clothing
2565 -4844 outside Mos Eisley Tatooine



Nifty
Thu Jun 09, 2005 6:49 am
#5

Right now, Stun decreases defense
(click for thread)and accuracy (about 10% damage reduction but can't find the thread that has my test data in it.)


Aside from that, it needs to function as described and decrease regen by 33-50% (can be that high since everyone has access to stun recovery eventually.)


It does not need to decrease attack rate, as there are attacks in CM and Smuggler that do that, and we already have disarm (which functions more like an attack mezz instead of an attack rate reduction).


Intimidate, root, disarm, stun, warning shot.Are theseenough for a debuff role?



Starsider: Abici Sselof, Master Entertainer, Musician and Pistoleer; Master Pilot
Kiyoshi2002
Thu Jun 09, 2005 7:47 am
#6


I actually brought up the issue of Stun at Fanfest. During the PvP discussion, I told him that when someoneis stunned, nothing happens.


Blixtev and Dave were the devs at the discussion. Dave(never found out his forum alias) said it is supposed to stop action regeneration totally. I said it does NOT do that at all. It does nothing. Some other players who were in attendance spoke out in agreement as well. With a surprised look, Dave wrote it down on his notebook.


Expect needed changes to Stun.




IGN - Kiyoshi (Corbantis), Philbert (Eclipse), Skeed (Kauri)

"I HUNGER!!!" - Darth Platypus
"The power of the Dark Side is insignificant next to the power of PEX!" - Reign, Fanfest Quote
BadgerSmaker
Thu Jun 09, 2005 8:32 am
#7

This is all great information, thanks for all your posts.





Kiyoshi2002 wrote:


I actually brought up the issue of Stun at Fanfest. During the PvP discussion, I told him that when someoneis stunned, nothing happens.


Blixtev and Dave were the devs at the discussion. Dave(never found out his forum alias) said it is supposed to stop action regeneration totally. I said it does NOT do that at all. It does nothing. Some other players who were in attendance spoke out in agreement as well. With a surprised look, Dave wrote it down on his notebook.


Expect needed changes to Stun.






This is why I was talking about Stun stopping regen totally, from the description it does look like it is supposed to prevent regeneration completely.


This would give Doctors another role in PvP and PvE, having to apply Improved Stabilizers if their group members are stunned with no action to use a recovery move.


I'll update my original post accordingly.




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Lotussutol
Thu Jun 09, 2005 8:39 am
#8






BadgerSmaker wrote:

At the moment, a Stun state seems to do nothing at all.


The intended design is for it to Stop or severely hamper regeneration rates. Hopefully we should have a fix soon but I'd like to hear your ideas on it.


Stun state can be applied by Pistoleer Burst Shot (cone AoE)and Pikeman Stunning Blow. (are there any others?)


Stun state can be removed by Stun Recovery from :


x/x/4/x Pistoleer

x/x/x/4 Carbineer


x/x/x/4 Rifleman

x/x/4/x Smuggler


x/3/x/x Teras Kasi Artist

4/x/x/x Fencer

x/x/x/4 Pikeman

x/x/4/x Swordsman


2/x/x/x Medic - stabilizers

x/3/x/x Doctor - Improved stabilizers



x/x/x/4 Jedi Healer - Heal States.


So you can see that this would be a really useful state to put on Jedi as most of the Jedi templateswouldn't be able torecovery fromit.


So...


  • How powerful should this action regeneration debuff be? A percentage or set amount? If it is set to allowno regeneration then this could cause serious problems where you cannot use stun recovery at all, but can use stabilizers and jedi heal states. Would that be too overpowered?

  • What kind of things should you not be able to do while stunned? Healing via stims/medical/force? Burst Run/Force Run? Holocron usage?

  • How would it compare to current action regen debuffs and what would be the effect of stacking them?

As always, any and all crazy or interestingideas appreciated.







If it is supposed to STOP action regen...fight for it to stop action regen...25% reduction is not enough to matter.


If a person does not have stun recovery...well that is there problem...maybe there should be state heals that can be used on other players (certain dr lines/healer lines). This would promote grouping and diverse groups/templates.


If we dumb down every effect because the FOTM junkies don't have it we are enforcing FOTM mentality.


just my 2 cents.


BadgerSmaker
Thu Jun 09, 2005 8:57 am
#9








Lotussutol wrote:



If it is supposed to STOP action regen...fight for it to stop action regen...25% reduction is not enough to matter.


If a person does not have stun recovery...well that is there problem...maybe there should be state heals that can be used on other players (certain dr lines/healer lines). This would promote grouping and diverse groups/templates.


If we dumb down every effect because the FOTM junkies don't have it we are enforcing FOTM mentality.


just my 2 cents.







This is the reason I made this thread, I need to know exactly what this is supposed to do and how it impcats combat. Now I have all the info I have updated my original post and that is the information I will be going by,


I really want this... I really, really do.




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Crash752
Thu Jun 09, 2005 9:03 am
#10

Have it stop mind regen instead.



Ehon - Radiant





Overseer
BadgerSmaker
Thu Jun 09, 2005 9:08 am
#11

It would stop all regen afaik.



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CaixCatab
Thu Jun 09, 2005 10:38 am
#12






Lotussutol wrote:



If it is supposed to STOP action regen...fight for it to stop action regen...25% reduction is not enough to matter.


If a person does not have stun recovery...well that is there problem...maybe there should be state heals that can be used on other players (certain dr lines/healer lines). This would promote grouping and diverse groups/templates.


If we dumb down every effect because the FOTM junkies don't have it we are enforcing FOTM mentality.


just my 2 cents.







Making it completely stop all regen will make stun recoveries a part of every single FOTM template there is. No one will fight without it, nor be able to fight without it against someonewho hasa stun move. Specifically on jedi, this will simply mean all Jedi FOTM templates will turn back to 4004 healer based on a single move. That does not encourage nor improve template diversity.


Making it slow regeneration by 50 (or as much as 75)% is still going to hurt like heck but it will make includinga stun recovery in a templatea desireableoption rather than a must-have to survive.




-This message was deviously brought to you by:
Caix Catab S Darok Catab _ Hoti Catab
[Avenger] [Dead-Eye] [Businessman]
[INCAP]
"All warfare is based on deception. Hence, when able to attack, we must seem unable; when using our forces, we must seem inactive; when we are near, we must make the enemy believe we are far away; when far away, we must make him believe we are near."
Catab Trading and Clothing
2565 -4844 outside Mos Eisley Tatooine



BadgerSmaker
Thu Jun 09, 2005 10:43 am
#13






CaixCatab wrote:





Lotussutol wrote:



If it is supposed to STOP action regen...fight for it to stop action regen...25% reduction is not enough to matter.


If a person does not have stun recovery...well that is there problem...maybe there should be state heals that can be used on other players (certain dr lines/healer lines). This would promote grouping and diverse groups/templates.


If we dumb down every effect because the FOTM junkies don't have it we are enforcing FOTM mentality.


just my 2 cents.







Making it completely stop all regen will make stun recoveries a part of every single FOTM template there is. No one will fight without it, nor be able to fight without it against someonewho hasa stun move. Specifically on jedi, this will simply mean all Jedi FOTM templates will turn back to 4004 healer based on a single move. That does not encourage nor improve template diversity.


Making it slow regeneration by 50 (or as much as 75)% is still going to hurt like heck but it will make includinga stun recovery in a templatea desireableoption rather than a must-have to survive.







It would encourage people to bring a Doc along. Our profession is built on state application, Burst Shot when working will make us feared by all, I can see it has already got you worried, mate.


Thinking about Respec'ing your bat wielder are ye?




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