Pistoleer Archive

Thread: Concept Thread : Burst Shot Stunned State

chardin
Tue Jun 28, 2005 6:54 pm
#40

My problem with stopping it fully is this:


if a player spams burstshot, his opponent HAS to use /stunrec, /stunrec etc etc. so the player that can land the first stun on will essentially win.

sure, the opponent could fire off a couple shots but after that his ONLY way out is to spam /stunrec.

also what about dueling? as soon as u hit ur last stunrecovery, your out of the game. you dont want a doctor to have to be there everytime you duel do you?

look at startle + disarming shot combo, first player that gets it to stick wins, hands down. the other player cannot heal nor attack back.

even if it did ZERO dmg, the opposing player would still be able to run down your action then open with the dmg attacks.

now look at the otherway:

if both parties spam it, then we have a deadlock. unless one can incap the other in 3 shots (remember the startle + disarming shot spam) without the other healing, then we have a deadlock.


stopping action regen is not the answer IMO



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BadgerSmaker
Wed Jun 29, 2005 1:07 am
#41






chardin wrote:


stopping action regen is not the answer IMO



That has been established and acknowledged by the Dev team, we need alternative ideas to present to them.




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Kodpese
Wed Jun 29, 2005 2:47 am
#42

Just thinking about the word 'stun' itself suggests to me that it should physicallyslow the target down - ie reduce movement rate, attack speed and defence including defence vs states(I guess by 50% max).


Doesn't seem to make sense that stunning someone would affect their ability to regenerate and nothing else.


I realise there are attacks in other professions that already cover these things, but I would imagine some sort of bleed shot would be needed to reduce regen.






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TheSillyOne
Wed Jun 29, 2005 3:35 am
#43

there is a saber stun move-Has the Jedi correspondant made any suggestions yet? How bout a recap of ideas that are being considered or even discussed?



-silly-


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BadgerSmaker
Wed Jun 29, 2005 3:41 am
#44

Thats the thing.


When I asked, Blixtev gave me the impression that the plans for stun are completely up in the air at the moment so it's a good opportunity to have our say.


He did confirm the current usage of -10 to accuracy and defence and admitted it was pretty useless and due for some loving.


Apparently, Jedi Force Throw and Jedi Mindblast will also get a stun state once fixed.



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CaixCatab
Wed Jun 29, 2005 9:12 am
#45

Wait, you mean blind and dizzy onlydoes -10%?


Well... That does suck.



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PyscoJuggalo
Wed Jun 29, 2005 9:40 am
#46

I got a itching Idea for stun!



So you guys are currently in the range of meleers huh?


That Advanced COB, it is a itch aint it? Stun will prevent buffs from being applied to the player who is stuned. So COB Charlie the Master TKA has his little Macro up. Uh Oh, he is stunned, he can't COB himself. Mr Doc 4-0-0-0 got that infuse macro up, uh oh can't do it. And this with every buff in the game food, spice, or special.



(BTW to fix the Jedi Problem just give them all the recoveries in the novice boxes of all their professions, that aint imbalancing and I hate jedi and am partial)





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BadgerSmaker
Wed Jun 29, 2005 10:04 am
#47






PyscoJuggalo wrote:

I got a itching Idea for stun!



So you guys are currently in the range of meleers huh?


That Advanced COB, it is a itch aint it? Stun will prevent buffs from being applied to the player who is stuned. So COB Charlie the Master TKA has his little Macro up. Uh Oh, he is stunned, he can't COB himself. Mr Doc 4-0-0-0 got that infuse macro up, uh oh can't do it. And this with every buff in the game food, spice, or special.



(BTW to fix the Jedi Problem just give them all the recoveries in the novice boxes of all their professions, that aint imbalancing and I hate jedi and am partial)








Well that certainly sorts out Master Defenders.


Caix, I'm not sure on the other state figures, I was guessing with those numbers.





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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
chardin
Wed Jun 29, 2005 3:10 pm
#48



BadgerSmaker wrote:


chardin wrote:


stopping action regen is not the answer IMO

That has been established and acknowledged by the Dev team, we need alternative ideas to present to them.





aye, was towards the others saying we should push FOR it



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BadgerSmaker
Wed Jun 29, 2005 3:13 pm
#49






chardin wrote:





BadgerSmaker wrote:





chardin wrote:


stopping action regen is not the answer IMO



That has been established and acknowledged by the Dev team, we need alternative ideas to present to them.








aye, was towards the others saying we should push FOR it




I did, but they said they didn't think it was a good idea.



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GarronDarkweaver
Wed Jun 29, 2005 8:05 pm
#50

Recovery moves require action to execute. If stun stops action regen and u apply it just as someone empties their action they will never be able to attack again untill it wears off or they find a doctor. That would TOTALLY un-balance pvp. And not every template has the ability to recover it. Cm/bh is very popular at the moment and they cant recover from it at all.


50% action regen reduction is too high in my opinion, 25% would be sufficient enough to make it worth appying and healing but not essential to heal if you dont posess the ability to do so.





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Nifty
Thu Jun 30, 2005 6:57 am
#51






GarronDarkweaver wrote:

Recovery moves require action to execute. If stun stops action regen and u apply it just as someone empties their action they will never be able to attack again untill it wears off or they find a doctor. That would TOTALLY un-balance pvp. And not every template has the ability to recover it. Cm/bh is very popular at the moment and they cant recover from it at all.


50% action regen reduction is too high in my opinion, 25% would be sufficient enough to make it worth appying and healing but not essential to heal if you dont posess the ability to do so.







umm, Stun does wear off on its own. It is not a permanent effect.



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BadgerSmaker
Thu Jun 30, 2005 7:41 am
#52






Nifty wrote:





GarronDarkweaver wrote:

Recovery moves require action to execute. If stun stops action regen and u apply it just as someone empties their action they will never be able to attack again untill it wears off or they find a doctor. That would TOTALLY un-balance pvp. And not every template has the ability to recover it. Cm/bh is very popular at the moment and they cant recover from it at all.


50% action regen reduction is too high in my opinion, 25% would be sufficient enough to make it worth appying and healing but not essential to heal if you dont posess the ability to do so.







umm, Stun does wear off on its own. It is not a permanent effect.





The thing is, it tends to be. NPC's spam it like crazy, so would Pistoleers, Pikeman, BH and Jedi if it completely stopped regen.



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