Pistoleer Archive
Thread: Concept Thread : Burst Shot Stunned State
Intimidate: reduce damage 20%
Stun : reduce damage by 10%and defense by 15%
Blind: reduce accuracy by 20%
Message Edited by BadgerSmaker on 08-04-2005 07:43 AM
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
(click for thread)and accuracy (about 10% damage reduction but can't find the thread that has my test data in it.)
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 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.
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.
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.
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.
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? ![]()